diff --git a/lang/en.json b/lang/en.json index 41dd639e..de15c066 100644 --- a/lang/en.json +++ b/lang/en.json @@ -187,6 +187,7 @@ "SW5E.BonusSaveForm": "Update Bonuses", "SW5E.BonusTechPowerDC": "Global Tech Power DC Bonus", "SW5E.BonusTitle": "Configure Actor Bonuses", + "SW5E.BurnFuel": "Burn", "SW5E.CapacityMultiplier": "Capacity Multiplier", "SW5E.CentStorageCapacity": "Central Storage Capacity", "SW5E.ChallengeRating": "Challenge Rating", @@ -197,7 +198,6 @@ "SW5E.ChatContextHalfDamage": "Apply Half Damage", "SW5E.ChatContextHealing": "Apply Healing", "SW5E.ChatFlavor": "Chat Message Flavor", - "SW5E.ClassCasterType": "Class Caster Type", "SW5E.ClassLevels": "Class Levels", "SW5E.ClassName": "Class Name", "SW5E.ClassSkillsChosen": "Chosen Class Skills", @@ -481,7 +481,9 @@ "SW5E.Flaws": "Flaws", "SW5E.ForcePowerbook": "Force Powers", "SW5E.Formula": "Formula", + "SW5E.FuelCapacity": "Fuel Capacity", "SW5E.FuelCostsMod": "Fuel Costs Modifier", + "SW5E.FuelCostPerUnit": "Fuel Cost per Unit", "SW5E.GrantedAbilities": "Granted Abilities", "SW5E.HalfProficient": "Half Proficient", "SW5E.HardpointSizeMod": "Hardpoint Size Modifier", @@ -738,7 +740,8 @@ "SW5E.MovementCrawl": "Crawl", "SW5E.MovementFly": "Fly", "SW5E.MovementHover": "Hover", - "SW5E.MovementRoll": "Roll", + "SW5E.MovementRoll": "Roll", + "SW5E.MovementSpace": "Space Flight", "SW5E.MovementSwim": "Swim", "SW5E.MovementTurn": "Turning", "SW5E.MovementUnits": "Units", @@ -796,7 +799,9 @@ "SW5E.PowerCreate": "Create Power", "SW5E.PowerDC": "Power DC", "SW5E.PowerDetails": "Power Details", - "SW5E.PowerDice": "Power Dice", + "SW5E.PowerDie": "Power Die", + "SW5E.PowerDiePl": "Power Dice", + "SW5E.PowerDieAlloc": "Power Die Allocation", "SW5E.PowerDiceRecovery": "Power Dice Recovery", "SW5E.PowerEffects": "Power Effects", "SW5E.PowerLevel": "Power Level", @@ -846,7 +851,8 @@ "SW5E.Reaction": "Reaction", "SW5E.ReactionPl": "Reactions", "SW5E.Recharge": "Recharge", - "SW5E.Refitting": "Refitting", + "SW5E.Refitting": "Refitting", + "SW5E.Refuel": "Refuel", "SW5E.RegenerationRateCoefficient": "Regeneration Rate Coefficient", "SW5E.RequiredMaterials": "Required Materials", "SW5E.Requirements": "Requirements", @@ -891,9 +897,10 @@ "SW5E.SheetClassNPC": "Default NPC Sheet", "SW5E.SheetClassNPCOld": "Old NPC Sheet", "SW5E.SheetClassVehicle": "Default Vehicle Sheet", - "SW5E.ShieldDice": "Shield Dice", - "SW5E.ShieldPoints": "Shield Points", - "SW5E.ShieldPointsFormula": "Shield Points Formula", + "SW5E.ShieldDice": "Shield Dice", + "SW5E.ShieldPoints": "Shield Points", + "SW5E.ShieldPointsFormula": "Shield Points Formula", + "SW5E.ShieldRegen": "Regen", "SW5E.ShortRest": "Short Rest", "SW5E.ShortRestEpic": "Short Rest (5 minutes)", "SW5E.ShortRestGritty": "Short Rest (8 hours)", @@ -1149,8 +1156,29 @@ "SW5E.WeaponSiege": "Siege", "SW5E.WeaponSimpleB": "Simple Blaster", "SW5E.WeaponSimpleLW": "Simple Lightweapon", + "SW5E.WeaponBlasterPistolProficiency": "Blaster Pistol", + "SW5E.WeaponChakramProficiency": "Chakrams", + "SW5E.WeaponDoubleBladeProficiency": "Doubleblade", + "SW5E.WeaponDoubleSaberProficiency": "Doublesaber", + "SW5E.WeaponDoubleShotoProficiency": "Doubleshoto", + "SW5E.WeaponDoubleSwordProficiency": "Doublesword", + "SW5E.WeaponHiddenBladeProficiency": "Hidden Blade", + "SW5E.WeaponImprovisedProficiency": "Improvised Weapons", "SW5E.WeaponSimpleProficiency": "Simple Weapons", + "SW5E.WeaponLightFoilProficiency": "Lightfoil", + "SW5E.WeaponLightRingProficiency": "Light Ring", + "SW5E.WeaponMartialBlasterProficiency": "Martial Blasters", + "SW5E.WeaponMartialLightweaponProficiency": "Martial Lightweapons", + "SW5E.WeaponMartialVibroweaponProficiency": "Martial Vibroweapons", + "SW5E.WeaponNaturalProficiency": "Natural Weapons", + "SW5E.WeaponSaberWhipProficiency": "Saberwhip", + "SW5E.WeaponSimpleBlasterProficiency": "Simple Blasters", + "SW5E.WeaponSimpleLightweaponProficiency": "Simple Lightweapons", + "SW5E.WeaponSimpleVibroweaponProficiency": "Simple Vibroweapons", "SW5E.WeaponSimpleVW": "Simple Vibroweapon", + "SW5E.WeaponTechbladeProficiency": "Techblades", + "SW5E.WeaponVibrorapierProficiency": "Vibrorapier", + "SW5E.WeaponVibrowhipProficiency": "Vibrowhip", "SW5E.WeaponSizeAbb": "Size", "SW5E.Weight": "Weight" } \ No newline at end of file diff --git a/module/config.js b/module/config.js index a3bc8157..71c8a593 100644 --- a/module/config.js +++ b/module/config.js @@ -79,8 +79,29 @@ SW5E.attunements = { SW5E.weaponProficiencies = { + "blp": "SW5E.WeaponBlasterPistolProficiency", + "chk": "SW5E.WeaponChakramProficiency", + "dbb": "SW5E.WeaponDoubleBladeProficiency", + "dbs": "SW5E.WeaponDoubleSaberProficiency", + "dsh": "SW5E.WeaponDoubleShotoProficiency", + "dsw": "SW5E.WeaponDoubleSwordProficiency", + "hid": "SW5E.WeaponHiddenBladeProficiency", + "imp": "SW5E.WeaponImprovisedProficiency", + "lfl": "SW5E.WeaponLightFoilProficiency", + "lrg": "SW5E.WeaponLightRingProficiency", + "mar": "SW5E.WeaponMartialProficiency", + "mrb": "SW5E.WeaponMartialBlasterProficiency", + "mlw": "SW5E.WeaponMartialLightweaponProficiency", + "mvb": "SW5E.WeaponMartialVibroweaponProficiency", + "ntl": "SW5E.WeaponNaturalProficiency", + "swh": "SW5E.WeaponSaberWhipProficiency", "sim": "SW5E.WeaponSimpleProficiency", - "mar": "SW5E.WeaponMartialProficiency" + "smb": "SW5E.WeaponSimpleBlasterProficiency", + "slw": "SW5E.WeaponSimpleLightweaponProficiency", + "svb": "SW5E.WeaponSimpleVibroweaponProficiency", + "tch": "SW5E.WeaponTechbladeProficiency", + "vbr": "SW5E.WeaponVibrorapierProficiency", + "vbw": "SW5E.WeaponVibrowhipProficiency" }; SW5E.toolProficiencies = { @@ -367,6 +388,7 @@ SW5E.movementTypes = { "crawl": "SW5E.MovementCrawl", "fly": "SW5E.MovementFly", "roll": "SW5E.MovementRoll", + "space": "SW5E.MovementSpace", "swim": "SW5E.MovementSwim", "turn": "SW5E.MovementTurn", "walk": "SW5E.MovementWalk", @@ -1420,4 +1442,4 @@ SW5E.characterFlags = { }; // Configure allowed status flags -SW5E.allowedActorFlags = ["isPolymorphed", "originalActor", "dataVersion"].concat(Object.keys(SW5E.characterFlags)); +SW5E.allowedActorFlags = ["isPolymorphed", "originalActor", "dataVersion"].concat(Object.keys(SW5E.characterFlags)); \ No newline at end of file diff --git a/packs/packs/classfeatures.db b/packs/packs/classfeatures.db index 80052995..95c5fd15 100644 --- a/packs/packs/classfeatures.db +++ b/packs/packs/classfeatures.db @@ -17,6 +17,7 @@ {"_id":"0k66wdRfVf8bxEd5","name":"Hostiles Negotiations","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"0mVbi9yePHoAjUaD","name":"Force-Empowered Detonators","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"0oPBXA3TimKUKez3","name":"The Way of the Hawk-Bat","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Sentinel Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Class Proficiencies

\n

As a Sentinel, you gain the following proficiencies.

\n

Armor: Light armor

\n

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

\n

Tools: One specialist's kit of your choice

\n

Saving Throws: Dexterity, Charisma

\n

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

","chat":"","unidentified":""},"requirements":"Sentinel 1","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.Friv9j88zhmOxKzd"}},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-ARCH-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.abilities.dex.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.cha.proficient","value":1,"mode":4,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"slw","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"svb","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"chk","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"dbb","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"dbs","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"dsh","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"dsw","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"hid","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"lfl","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"lrg","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"swh","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"vbr","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"vbw","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-ARCH-Passive.webp","label":"Sentinel Proficiencies","tint":"","transfer":true}],"_id":"0tBxxNhP4crHRwAQ"} {"_id":"0uOEM0HhAAwu71gM","name":"Voodoo Doll","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Occultist Pursuit: 9th level

\n

Over the course of an hour, which can be done during a short rest, you can perform a ritual to construct an effigy of a creature. In order to do so, you must have at least heard of or seen the creature before, and the target must be in the same system as you. At the end of the hour, the creature must make a Wisdom saving throw against your maneuver save DC. This saving throw is modified by how well you know the target and the sort of physical connection you have to it, as shown in the Knowledge Save Modifier and Connection Save Modifier tables below.

\n

Knowledge Save Modifier

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Secondhand (you have heard of the target)+5
firsthand (you have met the target+0
Familiar (you know the target well)-5
\n

Connection Save Modifier

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Likeness or picture-2
Curse of Objurgation-3
Possession or garment-4
Body part, lock of hair, bit of nail, or the like-10
\n

On a successful save, the target isn't affected, and you can't use this ritual against it again for 24 hours. On a failed save, the ritual creates a Tiny doll that is linked to the target. The doll remains linked for 24 hours, or for 10 minutes after you first use it. It disintegrates at the end of this duration. For the duration, you can see and hear the target through the doll as if you were within 5 feet of the creature.

\n

Additionally, as an action while the doll is in your possession, you can expend a Hit Die to torment the target, choosing an effect from the following options:

\n\n

The target can only be under 1 effect at a time. When you use a new effect, any existing effects end. Placing an effect on a target requires maintaining your concentration, as if concentrating on a power.

\n

You can use this feature twice. You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"none","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":"2","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Occultist 9"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-ARCH-Passive.webp","effects":[]} {"_id":"0vKdMFsjX0vU9vaw","name":"Stalker's Fury","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, if you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"10x48RWCWobSNXkh","name":"Ideal of the Hunter","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n
\n

In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","effects":[{"_id":"bf00ymcpwtJ3ZAn8","flags":{"dae":{"stackable":false,"transfer":true},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.attributes.senses.darkvision","value":"(@attributes.senses.darkvision === 0 ? 60 : 30)","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Hunter","tint":"","transfer":true},{"_id":"jr1d82Aoyr2xkFqW","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.attributes.senses.blindsight","value":10,"mode":4,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Hunter Manifestation","tint":"","transfer":false}]} @@ -74,6 +75,7 @@ {"_id":"3qzL7p1j5m4LlIah","name":"Force Recovery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["floor(@classes.consular.levels/2)+max(@abilities.cha.mod,@abilities.wis.mod)","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} {"_id":"3wNWE9KjkFD76PuW","name":"Droid Companion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n

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

\n

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

\n\n

Additionally, you can modify your droid. Your droid companion has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

GENERATING YOUR DROID

\n

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

\n

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

\n
\n

DROID FEATURES

\n

All droids share the following features.

\n
\n
RESISTANCES AND VULNERABILITIES
\n

\n\n
\n
TRAITS
\n

\n\n
\n

CLASS I DROID

\n
\n
Class I droids are programmed for the mathematical, medical, or physical sciences. Subcategories of the first degree are medical droids, biological science droids, physical science droids, and mathematics droids.
\n
As a class I droid, your droid companion has the following features.
\n
HIT POINTS
\n

\n\n
\n
PROFICIENCIES
\n

\n\n
\n\n
\n
FEATURES
\n

\n\n
\n

CLASS II DROID

\n
\n
Class II droids are programmed for engineering and other technical sciences. They differ from class I droids because they apply the science to real-life situations. Class II droids are rarely equipped with Basic vocabulators, instead communicating through Binary. There are five subcategories of class II droids. Astromech, exploration, environmental, engineering, and maintenance droids are all class II
droids.
\n
As a class II droid, your droid companion has the following features.
\n
HIT POINTS
\n

\n\n
\n
PROFICIENCIES
\n

\n\n
\n\n
\n
FEATURES
\n

\n\n
\n

CLASS III DROID

\n
\n
Class III droids are programmed to interact with humans. They are said to be the most advanced droids ever invented. Protocol, servant, tutor, and child care droids are all class III droids.
\n
As a class III droid, your droid companion has the following features.
\n
HIT POINTS
\n

\n\n
\n
PROFICIENCIES
\n

\n\n
\n\n
\n
FEATURES
\n

\n\n
\n

CLASS IV DROID

\n
\n
Class IV droids are programmed for military and security purposes. Such droids tend to perform tasks of violence or combat might be expected. Almost all class IV droids carry weapons. Armed combat droids are among the first droids ever created. Security, gladiator, battle, and assassin droids are all class IV droids.
\n
As a class IV droid, your droid companion has the following features.
\n
HIT POINTS
\n

\n\n
\n
PROFICIENCIES
\n

\n\n
\n\n
\n
FEATURES
\n

\n\n
\n

CLASS V DROID

\n
\n
Class V droids are programmed for menial and low-skill tasks. Such droids tend to perform basic tasks such as construction, lifting, maintenance, mining, sanitation, and transportation.
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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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PROFICIENCIES
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FEATURES
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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
Your droid’s hit points increase by an amount equal to its level + 1 and 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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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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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.

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CELERITY AUGMENT

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

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You can choose this modification twice.

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CHARISMA CHIP

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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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DARKVISION OPTICS

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Your droid has darkvision to a range of 60 feet. If your droid already has darkvision, this modification increases its range by 30 feet.

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DURABILITY MODULE

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

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EMERGENCY MODE

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

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ENERGY SHIELD

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You install an energy shield in your droid, which has 1 charge. As an action, your droid can use 1 charge to cast the energy shield tech power.

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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.

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EXPERTISE PROTOCOL

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

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FALSE COMBUSTION

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

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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

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You install a flamethrower in your droid. The flamethrower has 1 charge. As an action, your droid can cast the jet of flame tech power, though it does not scale with higher levels, or use 1 charge to cast the flame sweep tech power at 1st level. The saving throw is made against your droid’s tech save DC (8 + your droid’s proficiency bonus + your droid’s Intelligence modifier).

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You can choose this modification multiple times. Each time you do so, the flamethrower gains another charge, to a maximum of 3. If the flamethrower has multiple charges, you can use multiple charges to cast flame sweep at a higher level, 1 point per charge. The flamethrower regains all expended charges after a long rest.

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FOUR-ARMED COMBATANT

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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).

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

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HEAVY PLATING

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Prerequisite: Medium Armor proficiency
Your droid gains proficiency in heavy armor. If your droid is already proficient in heavy armor, instead critical hits are treated as normal hits against it.

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LIGHT PLATING

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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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MEDIUM PLATING

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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.

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MEMORY PROTOCOL

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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.

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OBSERVANT PROTOCOL

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

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PERFORMANCE PROTOCOL

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

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POWERFUL DROID

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Prerequisite: Class V Droid
Your droid’s carrying capacity and the weight it can push, drag, or lift doubles. If it would already double, it instead triples.

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POWERFUL GRIP

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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).

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PREMIUM POWER CORE

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Prerequisite: d6 Hit Die
Your droid’s hit points increase by an amount equal to its level + 1 and its Hit Die becomes a d8.

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PROFICIENCY PROTOCOL

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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.

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You can choose this modification multiple times.

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PROTOTYPE POWER CORE

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Prerequisite: d8 Hit Die
Your droid’s hit points increase by an amount equal to its level + 1 and its Hit Die becomes a d10.

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REPULSOR COIL

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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.

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SENSOR AUGMENTATION

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

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STUN RAY

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You install a stun ray in your droid. The stun ray has 1 charge. As an action, your droid can use 1 charge to cast the hold droid or paralyze humanoid tech power. The saving throw is made against your droid’s tech save DC (8 + your droid’s proficiency bonus + your droid’s Intelligence modifier).

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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.

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\n

TECHCASTING PROTOCOL

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Your droid learns one at-will tech power and one 1st-level tech power, which it can cast at its lowest level once per long rest. Your droid’s techcasting ability is Intelligence. It does not require use of a wristpad for these powers. At-will powers chosen in this way do not scale with higher levels.

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TOUGHNESS MODULE

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

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TRUESIGHT OPTICS

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Prerequisite: 11th level
Prerequisite: Darkvision Optics
Your droid can see through illusions and detect invisibility within 30 feet, as with truesight.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"3wmpa2PloRYvU2na","name":"Out of Touch","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 7th level, as an action, you can step out of sync with the rest of the universe for 1 minute. At the start of each of your turns, roll a d20. If you roll 11 or higher, you and everything your are wearing or carrying are completely invisible to all beings, except for those with truesight. On a roll of 10 or lower, you instead appear as an indistinguishably blurred form roughly your normal height and weight, though a being with truesight sees you normally. Regardless of your appearance, for the duration, your speed doubles, you gain a flying speed equal to your walking speed, and you can move through creatures and objects willingly though you can not affect them and they can not affect you. You can end this feature early on your turn (no action required). When this effect ends, if you are inside a solid object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Operative Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Class Proficiencies

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As an Operative, you gain the following proficiencies.

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Armor: Light armor

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Weapons: Simple blasters, simple vibroweapons, blaster pistol, hidden blade, techblade, vibrorapier

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Tools: One specialist's kit of your choice

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Saving Throws: Dexterity, Intelligence

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Skills: Choose any four

","chat":"","unidentified":""},"requirements":"Operative 1","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.dftG7p8gzZRCyD4L"}},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.weaponProf.value","value":"smb","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"svb","mode":2,"priority":20},{"key":"data.abilities.dex.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.int.proficient","value":1,"mode":4,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"blp","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"hid","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"tch","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"vbr","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Passive.webp","label":"Operative Proficiencies","tint":"","transfer":true}],"_id":"3wxBP3eA1R95kBXq"} {"_id":"41pjk6FyBk1MYXMy","name":"Avatar","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: Kro Var Order: 17th level

\n

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

\n","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"42CFMnCFF7nnpVoY","name":"Performance's Exploit - Distract","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You attempt to distract one beast or humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Performance) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the next attack roll made against the target before the start of its next turn has advantage. If your check fails, you can’t use this feature on this target again for 1 hour.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"4X59Gjodqz87nMsa","name":"Crisis Management","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -174,8 +176,10 @@ {"_id":"AIPQfRUQTdR3unU6","name":"Imposter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"AN9BrAR4d9f3fopu","name":"Force Purity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Guardian: 6th level

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The Force flowing through you makes you immune to poison and disease.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Guardian 6","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[{"_id":"RyuvsTLrSFpG9pUQ","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.traits.ci.value","value":"poisoned","mode":2,"priority":20},{"key":"data.traits.ci.value","value":"diseased","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","label":"Force Purity","tint":"","transfer":true}]} {"_id":"APoyxRAifvAM5Y6O","name":"Visions of the Past","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a force power. Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

\n

Object Reading. Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.

\n

Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Guardian (Multiclass) Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Multiclass Proficiencies

\n

As a multiclassed Guardian, you gain the following proficiencies.

\n

Armor: Light armor, medium armor

\n

Weapons: All lightweapons, all vibroweapons

","chat":"","unidentified":""},"requirements":"Con 13, Wis or Cha 13","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.Z23PzwqNmfiJVAfi"}},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.weaponProf.value","value":"slw","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"svb","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"med","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"mlw","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"mvb","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","label":"Guardian (Multiclass) Proficiencies","tint":"","transfer":true}],"_id":"AgsDzpgTZuJqgrFV"} {"_id":"AiDxbNfTgy2yiznn","name":"Hunting Party","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"Aic1hLLhk3cIH4QI","name":"Master of Aggression","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, your presence on the field of battle is as a graceful blur of deadly blades and daring acrobatics. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Scout (Multiclass) Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Multiclass Proficiencies

\n

As a multiclassed Scout, you gain the following proficiencies.

\n

Armor: Light armor

\n

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

","chat":"","unidentified":""},"requirements":"Str or Dex 13, Int 13","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.cvznqGJ6tfYULgjN"}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-ARCH-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SCT-ARCH-Passive.webp","label":"Scout (Multiclass) Proficiencies","tint":"","transfer":true}],"_id":"AjWb0VJqA2wJHGLk"} {"_id":"AlQqDDigFMnrLi7h","name":"Quickdraw","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"Au1ZMI2rNkielpDK","name":"Deft Hands","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n
\n

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

\n
\n
\n

HINDER

\n

You attempt to distract your target in order to hinder their movement. The target must make a Constitution saving throw. On a failed save, it gains 1 slowed level until the end of its next turn and it makes the first Dexterity saving throw before the end of its next turn with disadvantage.

\n
\n

PILFER

\n

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

\n
\n

TUMBLE

\n

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

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"AxPXE2XkPSDhElLW","name":"Cover to Cover","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -347,10 +351,12 @@ {"_id":"MBU2BGh78FZAN3b2","name":"Bonus Proficiencies (Scout: Slayer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in heavy armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"MCnskAoVOzPJIzSX","name":"Master of Adaptation","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Aqinos Form: 20th level

\n

Your masteries of the Force and technology have achieved equilibrium. Your Constitution and Wisdom or Charisma (your choice) scores increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n\n

While you are conscious and your droid is within 60 feet of you and conscious, it also gains these benefits.

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Action.webp","effects":[]} {"_id":"MDW5aHJQ7jr8qf84","name":"Bonus Proficiencies (Guardian: Juyo/Vapaad)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in heavy armor.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Scholar Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Class Proficiencies

\n

As a Scholar, you gain the following proficiencies.

\n

Armor: Light armor

\n

Weapons: Simple blasters, simple vibroweapons, techblades

\n

Tools: Any one

\n

Saving Throws: Wisdom, Intelligence

\n

Skills: Choose three from Deception, Insight, Intimidation, Investigation, Lore, Medicine, Nature, Persuasion, and Survival

","chat":"","unidentified":""},"requirements":"Scholar 1","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.aT4OecS7MuS2UkDq"}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.weaponProf.value","value":"smb","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"svb","mode":2,"priority":20},{"key":"data.abilities.wis.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.int.proficient","value":1,"mode":4,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"tch","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","label":"Scholar Proficiencies","tint":"","transfer":true}],"_id":"MKySg3gpD8vGxnKE"} {"_id":"MZFxBa0Jd1CeAgHr","name":"Freedom's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"MZWGENUJx8b2PETJ","name":"Skilled Grappler","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n
\n

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

\n
\n
\n

CONSTRICT

\n

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

\n

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

\n
\n

DISARM

\n

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

\n
\n

HIP TOSS

\n

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

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"MfjwCjpo3JhUZ0SH","name":"Circle of Shelter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can use your reaction to ward the creature if you’re wielding a melee weapon or a shield. Roll 1d8 and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"Ml6ZJY0Lubl3zk94","name":"Down, Not Out","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Sentinel (Multiclass) Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Multiclass Proficiencies

\n

As a multiclassed Sentinel, you gain the following proficiencies.

\n

Armor: Light armor

\n

Weapons: Simple lightweapons

\n

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

","chat":"","unidentified":""},"requirements":"Dex 13, Wis or Cha 13","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.OqtLdjGbiyief737"}},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-ARCH-Passive.webp","effects":[{"_id":"HkdTeDEg1YmuehWr","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"slw","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-ARCH-Passive.webp","label":"Sentinel (Multiclass) Proficiencies","tint":"","transfer":true}],"_id":"Moxu9SP6lvojlmiq"} {"_id":"MpVtbYkGWqYbbEYj","name":"Maneuvering Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} {"_id":"MqxXP3oYCwIaiFKE","name":"Mark of the Illusionist","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, the target of your Ranger’s Quarry feature has disadvantage on all checks made to discern the nature of your illusions. Additionally, when the target of your Ranger’s Quarry is reduced to 0 hit points, you can use your reaction to immediately cause an active illusion, or your Holographic Decoy, to take the form of the creature as long as the creature’s dimensions fall within the power’s capacity restrictions.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"MroCOqssyA52gFIR","name":"Intimidation's Exploit - Battle Cry","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If the target was already frightened of you, it must immediately drop whatever it is holding. On its next turn, if it is still frightened of you, it must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} @@ -387,6 +393,7 @@ {"_id":"OwrSfaxJDodGEZH1","name":"Feinting Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

\n

 

\n
\n

This manuever's vague wording would require a complex macro to fully implement so it's left unfinished.

\n
\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","effects":[]} {"_id":"P44Rcdvtp5HH7DgM","name":"Bonus Proficiencies (Fighter: Mounted)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"P5jlHfbFfEgppwin","name":"Forceblade Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, you’ve mastered controlling your forceblade with your mind, using it to keep your enemies at bay. As an action, you can telekinetically control your forceblade and have it strike any number of creatures within 10 feet of you, spending 1 force point per target. Each target must make a Dexterity saving throw (DC = 8 + your bonus to weapon attack rolls with that weapon). On a failed save, it takes damage using your Kinetic Combat die + half your sentinel level (rounded down), is pushed back 10 feet and knocked prone.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"enemy"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+9",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"flat"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"P9d5wss9KRiHp2GZ","name":"Berserker Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Class Proficiencies

\n

As a Berserker, you gain the following proficiencies.

\n

Armor: Light armor, medium armor

\n

Weapons: All vibroweapons, simple blasters

\n

Tools: None

\n

Saving Throws: Strength, Constitution

\n

Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival

","chat":"","unidentified":""},"requirements":"Berserker 1","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.50BbRC416Si7ySah"}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"med","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"mvb","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"svb","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"smb","mode":2,"priority":20},{"key":"data.abilities.con.proficient","value":1,"mode":4,"priority":20},{"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/Class%20Features/BSKR-Passive.webp","label":"Berserker Proficiencies","tint":"","transfer":true}]} {"_id":"PBEmu4pAlPyzDmez","name":"Deflection(Force-Empowered Strike)","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

When you hit a target with a melee weapon attack, you can spend 1 force point to roll a Kinetic Combat die and add it to your AC against one attack before the start of your next turn.

\n
\n

After adding this to a player, the GM must go into the Details tab and set the damage formula to match the player's proper kinetic combat die, damage type must remain [No Damage] and also set the Resource Consumption to [attributes.force.points.value].

Duration automation requires both DAE and about-time or times-up.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[{"_id":"nbfZeZnuzwwUIE4M","flags":{"dae":{"stackable":false,"specialDuration":["isAttacked"],"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.attributes.ac.value","value":"@damage","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","label":"Deflection(Force-Empowered Strike)","tint":"","transfer":false}]} {"_id":"PGd9fFv1SpyvJXdq","name":"Bonus Proficiencies (Engineer: Cybertech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"PIdBeZMK89IPNC78","name":"Forcecasting (Aing-Tii)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

FORCE POWERS KNOWN

\n

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

\n

FORCE POINTS

\n

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

\n

MAX POWER LEVEL

\n

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

\n

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

\n

FORCECASTING ABILITY

\n

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

\n
\n

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

\n
\n

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

\n

 

\n

THE AING-TII ORDER

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th641st
5th751st
6th861st
7th1072nd
8th1182nd
9th1292nd
10th13102nd
11th14112nd
12th15122nd
13th17133rd
14th18143rd
15th19153rd
16th20163rd
17th22174th
18th23184th
19th24194th
20th25204th
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -473,8 +480,10 @@ {"_id":"V5fEHh7NEGB6h0ei","name":"Shatterpoint","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"VCwqg2o0ePLxL0s3","name":"Suit Reliability","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, your suit is like a second skin. Whenever you make an ability check or saving throw that uses Strength, Dexterity, or Constitution, you can treat a d20 roll of 9 or lower as a 10. You must be wearing your modified armor or wielding your modified shield to gain this benefit.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"VI7yPQlf403Sc2kx","name":"Greater Signature Maneuver","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, you can choose a second signature maneuver.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"VN0e5QTFkMISe9G0","name":"Engineer Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Class Proficiencies

\n

As an Engineer, you gain the following proficiencies.

\n

Armor: Light armor

\n

Weapons: Simple blasters, simple vibroweapons

\n

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

\n

Saving Throws: Constitution, Intelligence

\n

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

","chat":"","unidentified":""},"requirements":"Engineer 1","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.1YPNbvkfvnaM603u"}},"img":"systems/sw5e/packs/Icons/Class%20Features/ENGR-ARCH-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.weaponProf.value","value":"smb","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"svb","mode":2,"priority":20},{"key":"data.abilities.con.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.int.proficient","value":1,"mode":4,"priority":20},{"key":"data.traits.toolProf.value","value":"tin","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/ENGR-ARCH-Passive.webp","label":"Engineer Proficiencies","tint":"","transfer":true}]} {"_id":"VRZeRYIBfLzZwlCw","name":"Armored Brute","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"VX0o502nLafrWzbA","name":"Silver Tongue","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this pursuit at 3rd level, you learn one language of your choice. Additionally, you gain a bonus to your choice of Deception, Intimidation, Performance, or Persuasion equal to your Intelligence modifier.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Fighter Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Class Proficiencies

\n

As a Fighter, you gain the following proficiencies.

\n

Armor: All armor

\n

Weapons: All blasters, all vibroweapons

\n

Tools: None

\n

Saving Throws: Strength, Constitution

\n

Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Lore, Insight, Intimidation, Perception, and Survival

","chat":"","unidentified":""},"requirements":"Fighter 1","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.jejIBRILBP418jTM"}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-ARCH-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.weaponProf.value","value":"smb","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"svb","mode":2,"priority":20},{"key":"data.abilities.con.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.str.proficient","value":1,"mode":4,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"med","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"hvy","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"mrb","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"mvb","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"shl","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-ARCH-Passive.webp","label":"Fighter Proficiencies","tint":"","transfer":true}],"_id":"VXwVYlMhUo7nTIsp"} {"_id":"VYgkXCFMjyEWG41H","name":"Ability Score Improvement (General)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"VmtA5IyhcBM7UDxe","name":"Opportunist","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, you can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"Vp47yfLjJRtsGXOI","name":"Flurry of Blows","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"dex","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Monk 2"},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} @@ -501,6 +510,7 @@ {"_id":"X4PnDFr2JiWjuYEl","name":"Fighting Style (Fighter)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Fighter: 1st level
You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} {"_id":"X4Q1XRpCIyxBk9qy","name":"Reassemble","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 9th level, you may use to a bonus action to call your allies towards you. When you do so, choose a number of creatures that you can see within 60 feet of you equal to your Intelligence modifier (minimum of one). They can use their reaction to immediately move directly towards you up to their movement speed. This movement does not provoke opportunity attacks.

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"X7B04ZcndsRKuG2O","name":"Commander's Strike","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike.

\n

When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","effects":[{"_id":"wKykywwuET5VLIq9","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false}},"changes":[{"key":"data.bonuses.weapon.damage","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","label":"Commander's Strike","tint":"","transfer":false}]} +{"_id":"XKvQrNlHY28u21iL","name":"Engineer (Multiclass) Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Multiclass Proficiencies

\n

As a multiclassed Engineer, you gain the following proficiencies.

\n

Armor: Light armor

\n

Tools: One tool of your choice

\n

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

","chat":"","unidentified":""},"requirements":"Int 13","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.2fc95TQHQGPolJxu"}},"img":"systems/sw5e/packs/Icons/Class%20Features/ENGR-ARCH-Passive.webp","effects":[{"_id":"TpPfthyBHOC3djL4","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/ENGR-ARCH-Passive.webp","label":"Engineer (Multiclass) Proficiencies","tint":"","transfer":true}]} {"_id":"XSCT0JRY2A9zpQni","name":"Aura of Hatred","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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

\n

The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} {"_id":"XXcUvD6i0qHESHIH","name":"Strength Flows From the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"XZkExfmmCLzuAxjz","name":"Masterful Mixtures","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -532,12 +542,14 @@ {"_id":"ZAGjuz5DZXFXIRjn","name":"Concussive Blast","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, you add your Intelligence modifier (a minimum of +1) to any damage you deal with tech powers and class features that deal sonic damage.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"ZB8ZC9ekrOMC1NAW","name":"Persuasion's Exploit - Charm","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You attempt to convince one humanoid you can see within 30 feet that can hear and understand you. Make a Charisma (Persuasion) check contested by the target’s Wisdom (Insight) check. If you have dealt damage to the creature in the last hour, it has advantage on the check. If your check succeeds, the target is charmed by you until the start of your next turn, and it has disadvantage on the first attack roll it makes against a creature before the end of its next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"ZBBQHebdqGb2LZ6g","name":"Strider's Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"name":"Guardian Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Class Proficiencies

\n

As a Guardian, you gain the following proficiencies.

\n

Armor: Light armor, medium armor

\n

Weapons: All lightweapons, all vibroweapons

\n

Tools: None

\n

Saving Throws: Constitution, Charisma

\n

Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Lore, Perception, Persuasion, and Piloting

","chat":"","unidentified":""},"requirements":"Guardian 1","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.c4MtR55fjjEEkpUu"}},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.weaponProf.value","value":"slw","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"svb","mode":2,"priority":20},{"key":"data.abilities.con.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.cha.proficient","value":1,"mode":4,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"med","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"mlw","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"mvb","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","label":"Guardian Proficiencies","tint":"","transfer":true}],"_id":"ZCvD2o0NeHRQw9RH"} {"_id":"ZM7V1WpNbiY9XbzE","name":"Kinetic Ward","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you can use your reaction to deflect a strike when you are dealt damage by a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your sentinel level. If you reduce the damage to 0, you can redirect it at another target if you have a weapon capable of doing so. You can spend 1 force point to make a melee weapon attack at a target within 5 feet of you with the weapon, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and if the attack hits it uses your Kinetic Combat die for its damage roll. If saber ward is active, you have advantage on the attack roll.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"ZU13gEZVPufJ7Csp","name":"Preserve Life","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, as an action, you can channel the Force and evoke healing energy that restores a number of hit points equal to five times your consular level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half its hit point maximum. This feature has no effect on droids or constructs.

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"Restores a creature to no more than half its hit point maximum.","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"ZUYgGHpQpiGmxo3A","name":"Bonus Proficiencies (Engineer: Armstech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"ZZIIY5ZE7nGrwWHV","name":"Geneticist's Resilience","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

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

At 18th level, your ammunition enhancements improve.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"ZcaltXfSW00wZfRn","name":"Survey Master","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Scout Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Class Proficiencies

\n

As a Scout, you gain the following proficiencies.

\n

Armor: Light armor, medium armor

\n

Weapons: All blasters, all vibroweapons

\n

Tools: None

\n

Saving Throws: Strength, Dexterity

\n

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

","chat":"","unidentified":""},"requirements":"Scout 1","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.HJd2mAQRjDwoybOB"}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-ARCH-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.weaponProf.value","value":"smb","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"svb","mode":2,"priority":20},{"key":"data.abilities.str.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.dex.proficient","value":1,"mode":4,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"med","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"mrb","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"mvb","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SCT-ARCH-Passive.webp","label":"Scout Proficiencies","tint":"","transfer":true}],"_id":"ZlVX9LOJgwMTQand"} {"_id":"ZoEt4JpvUya3an75","name":"Timeless Vessel","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 15th level

\n

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

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 15","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} {"_id":"ZtPzMR1E5kqylmVY","name":"Calm and Collected","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scholar: 14th level

\n

When you make a saving throw caused by an effect you can see, you may gain a bonus to the saving throw equal to your Intelligence modifier.

\n

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

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} {"_id":"ZuL4WCeoY7TvBdZx","name":"Versatile Direction","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -622,6 +634,7 @@ {"_id":"g1r7gEz0DT78nTIf","name":"Master of Resilience","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, your presence on the field of battle is an inspiration to your allies. Your Constitution and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"g8vHPN6X8xr2itzg","name":"Additional Maneuvers (Scholar: Gambler)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n
\n
\n

ALL IN

\n

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

\n
\n

BLIND LUCK

\n

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

\n
\n

DOUBLE BLUFF

\n

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

\n
\n

THE IDIOT’S ARRAY

\n

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

\n
\n

PLAYED THEIR HAND

\n

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

\n
\n

PURE SABACC

\n

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

\n
\n

RAISE THE STAKES

\n

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

\n
\n

TAKE A CHANCE

\n

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

\n
\n

TIEBREAKER

\n

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

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"gFrxQc1zr8iYeTDA","name":"Dead Silence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting when you choose this calling at 3rd level, you learn the psychic charge force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use all three Force-Empowered Self options when you cast it as your action and hit the target. Finally, when you hit a creature with the psychic charge force power and the target tries to speak, it takes additional damage equal to your Wisdom or Charisma modifier (your choice, minimum of +1), and its voice does not produce sound until the end of your next turn.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Fighter (Multiclass) Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Multiclass Proficiencies

\n

As a multiclassed Fighter, you gain the following proficiencies.

\n

Armor: Light armor, medium armor

\n

Weapons: All blasters, all vibroweapons

","chat":"","unidentified":""},"requirements":"Str or Dex 13","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.DnF6RF97H35Q9qTQ"}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-ARCH-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.weaponProf.value","value":"smb","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"svb","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"med","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"mrb","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"mvb","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-ARCH-Passive.webp","label":"Fighter (Multiclass) Proficiencies","tint":"","transfer":true}],"_id":"gJBvxSZ5WeDMm3nG"} {"_id":"gLqYREO8Q8p6DPRT","name":"Death Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"gQR4DUphUBzgJicl","name":"Seeking Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

FORCE-EMPOWERED CASTING

\n

If you miss with a force power that calls for an attack roll, you can spend 2 force points to reroll the attack. You must use the new roll.

\n

You can use Seeking Power even if you have already used a different Force-Empowered Casting option during the casting of the power.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":2},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} {"_id":"gUQdFHqjnOS3fzha","name":"Bonus Proficiencies (Fighter: Exhibition)","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

Exhibition Specialist: 3rd level

\n

You gain proficiency in one Charisma skill of your choice.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-ARCH-Passive.webp","effects":[]} @@ -696,11 +709,13 @@ {"_id":"kVQncmFiwUOVc14J","name":"Repulsing Wave","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["14+1","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"kabmw1OtBRVbkeIK","name":"Force Visions","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this tradition at 3rd level, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"kb7C9eq9tnRGKw98","name":"Channel the Force (Trakata)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n
\n

UNBALANCING BLOCK

\n

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

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Monk (Multiclass) Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Multiclass Proficiencies

\n

As a multiclassed Monk, you gain the following proficiencies.

\n

Weapons: Techblades

","chat":"","unidentified":""},"requirements":"Dex 13, Wis or Cha 13","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.woU6OIMvdrdxFgDG"}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.weaponProf.value","value":"tch","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Monk (Multiclass) Proficiencies","tint":"","transfer":true}],"_id":"kdLyEZrOlS7bGHhF"} {"_id":"kk16fzUU7IFma2Vj","name":"Multiattack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n
\n
\n

VOLLEY

\n

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

\n
\n

WHIRLWIND ATTACK

\n

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

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"kqAjfLAtsOo8xdrX","name":"Sleight of Foot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"ktNY0EzlYaTBkNs1","name":"Enforcer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you would make an unarmed strike or attack with an improvised weapon with advantage, you can choose to forgo the advantage. If you do so, your critical hit range increases by 1 for that attack, and on a hit, you deal maximum damage instead of rolling.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"kzwSN9SabKgWZZvU","name":"Danger Sense","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Berserker: 3rd level
You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} {"_id":"l3bRL5jI8j8tZ2OP","name":"Precision Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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

\n

 

\n
\n

If using roll automation, you should use this feature before the attack roll, as the automation will apply effects nearly immediately.

\n
\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"PJXRpKEsWlADopeN","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false}},"changes":[{"key":"data.bonuses.weapon.attack","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Precision Attack","tint":"","transfer":false}]} +{"name":"Scholar (Multiclass) Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Multiclass Proficiencies

\n

As a multiclassed Scholar, you gain the following proficiencies.

\n

Armor: Light armor

\n

Skills: Choose one from Deception, Insight, Intimidation, Investigation, Lore, Medicine, Nature, Persuasion, and Survival

","chat":"","unidentified":""},"requirements":"Int 13","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.ikUknUrZ2PlevREs"}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","label":"Scholar (Multiclass) Proficiencies","tint":"","transfer":true}],"_id":"lECmWxRSO1LkHpx7"} {"_id":"lHfSIS1I14hKp6wO","name":"Discoveries (Doctor)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n
\n
\n

ADVANCED REMOTE HEALER

\n

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

\n
\n

EXPERIMENTAL TREATMENTS

\n

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

\n

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

\n

Side Effects

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

FROM THE BRINK

\n

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

\n
\n

HEALTH ADVISOR

\n

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

\n
\n

PATIENT PROTECTOR

\n

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

\n
\n

SURGICAL PRECISION

\n

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

\n
\n

TEND THE WOUNDED

\n

If you or any friendly creatures you can touch regain hit points by spending one or more Hit Dice at the end of a short rest, each of those creatures regain 1d4 extra hit points.

\n

This die increases when you reach certain levels in this class: 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level, and to 1d12 at 17th level.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"lKVeusPvt7cp1VaG","name":"Deliberate Movement (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can expend one superiority die to take the Disengage action as a bonus action and ignore the effects of standard difficult terrain until the end of your turn.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"int","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Bonus.webp","effects":[]} {"_id":"lKdZc6xD5FCHns3V","name":"Ability Score Improvement (Fighter)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Fighter: 4th, 6th, 8th, 12th, 14th, 16th, and 19th level
You can increase one ability score by 2, or you can increase two ability scores by 1. You can’t increase an ability score above 20 using this feature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} @@ -742,6 +757,7 @@ {"_id":"nNITVa94FwfSXpef","name":"Technologist's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You learn and can cast one 1st-level tech power once per long rest. Your techcasting ability is Intelligence. You require use of a wristpad for this power.

\n

You can select this exploit multiple times. Each time you do so, you must choose a different power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"name":"Triage Training","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in the Medicine skill.

\n

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

","chat":"","unidentified":""},"requirements":"Triage Technique: 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-ARCH-Passive.webp","effects":[{"_id":"x8b3JBG0agqMIuSZ","flags":{"dae":{"stackable":false,"transfer":true},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.skills.med.value","value":1,"mode":4,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SCT-ARCH-Passive.webp","label":"Triage Training","tint":"","transfer":true}],"_id":"nOhGyYRV5xols2V9"} {"_id":"nQap8Befe2Snu9JE","name":"Personal Teleporter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n

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

\n

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

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"nRNaht4UY10tcuwn","name":"Monk Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Class Proficiencies

\n

As a Monk, you gain the following proficiencies.

\n

Armor: None

\n

Weapons: Simple blasters, simple vibroweapons, chakrams, techblades

\n

Tools: None

\n

Saving Throws: Strength, Dexterity

\n

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

","chat":"","unidentified":""},"requirements":"Monk 1","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.wp6X5PxaPqjV8kLG"}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.weaponProf.value","value":"smb","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"svb","mode":2,"priority":20},{"key":"data.abilities.str.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.dex.proficient","value":1,"mode":4,"priority":20},{"key":"data.traits.weaponProf.value","value":"chk","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"tch","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Monk Proficiencies","tint":"","transfer":true}]} {"_id":"nT6AfpQXSZ4IeChO","name":"Freedom Through Slavery","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, while you are raging or experiencing the high of a substance, you have advantage on saving throws that would force you to act against your will, be frightened, or prevent you from attacking a creature. If you are both raging and experiencing the high of a substance, you are instead immune to effects that would force you to act against your will or would prevent you from attacking a creature.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"nUrnFkPhRJaNKgoE","name":"Goading Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

\n
\n
\n

To support full damage on save in midi-qoi set Check Spell Text to true, otherwise the save will apply to the damage as well as the effect.

\n
\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"JZVM9WpHdibWdv42","flags":{"dae":{"stackable":false,"specialDuration":["None"],"transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Goaded","tint":"","transfer":false}]} {"_id":"nal6YefqnoMzxubD","name":"Returning Attacks","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -789,6 +805,7 @@ {"_id":"qFyuZ0kIXxJoacCW","name":"Force Resonance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, once per round, when you hit a creature with your modified lightsaber, you can expend one use of your Potent Aptitude to deal an extra 2d6 damage to that target. The damage is the same type as your modified lightsaber’s damage.

\n

The damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 11th level, and 8d6 at 17th level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"qKSjq3XWQGEJNofg","name":"Lingering Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

FORCE-EMPOWERED CASTING

\n

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

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":3},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} {"_id":"qNNFQgODkmI77xfE","name":"Techcasting (Fighter: Shield)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

TECH POWERS KNOWN

\n

You learn 3 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Shield Specialist Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

\n

TECH POINTS

\n

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

\n

MAX POWER LEVEL

\n

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

\n

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

\n

TECHCASTING ABILITY

\n

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

\n
\n

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

\n
\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n
\n

TECHCASTING FOCUS

\n

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

\n

 

\n

THE SHIELD SPECIALIST

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelTech Powers KnownTech PointsMax Power Level
3rd321st
4th421st
5th531st
6th631st
7th742nd
8th842nd
9th952nd
10th1052nd
11th1162nd
12th1262nd
13th1373rd
14th1473rd
15th1583rd
16th1683rd
17th1794th
18th1894th
19th19104th
20th20104th
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Consular Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Class Proficiencies

\n

As a Consular, you gain the following proficiencies.

\n

Armor: None

\n

Weapons: Simple lightweapons, simple vibroweapons

\n

Tools: None

\n

Saving Throws: Wisdom, Charisma

\n

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

","chat":"","unidentified":""},"requirements":"Consular 1","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.vjtWmNyT5vJQZRJf"}},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-ARCH-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.weaponProf.value","value":"slw","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"svb","mode":2,"priority":20},{"key":"data.abilities.wis.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.cha.proficient","value":1,"mode":4,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/CSLR-ARCH-Passive.webp","label":"Consular Proficiencies","tint":"","transfer":true}],"_id":"qR3ltr92HO8A6WWa"} {"_id":"qT7NSLR6mY5yk2xc","name":"Savage Diplomat","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Your path necessitates that you build relationships with others, for the betterment of your tribe or yourself.

\n

When you choose this approach at 3rd level, you gain proficiency in one of the following skills of your choice: Persuasion or Intimidation. You can choose to learn one language in place of the skill proficiency.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"qUiOXv1Kv6r9W7Md","name":"Forcecasting (Scholar: Archaeologist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, you have learned powers from you studies of civilizations that were also once close to the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

FORCE POWERS KNOWN

\n

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

\n

FORCE POINTS

\n

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

\n

MAX POWER LEVEL

\n

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

\n

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

\n

FORCECASTING ABILITY

\n

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

\n
\n

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

\n
\n

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

\n
\n

THE Archaeologist Pursuit

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th641st
5th751st
6th861st
7th1072nd
8th1182nd
9th1292nd
10th13102nd
11th14112nd
12th15122nd
13th17133rd
14th18143rd
15th19153rd
16th20163rd
17th22174th
18th23184th
19th24194th
20th25204th
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"qVV2qok1jL1xDZZi","name":"Humanoid Companion (Guardian: Vonil/Ishu)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n

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

\n

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

\n\n

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

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -831,6 +848,7 @@ {"_id":"sfEr8ZBFVddlfLeF","name":"Varactyl's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} {"_id":"sgJdISZMtwv08WPJ","name":"Katarn's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

You gain a climbing speed equal to your movement speed.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} {"_id":"shHFJ7KWhcnoOrQF","name":"Retaliatory Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, when a creature hits you with an attack while within 5 feet of you, you can use your reaction to cast the lightning charge force power, targeting them.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Consular (Multiclass) Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Multiclass Proficiencies

\n

As a multiclassed Consular, you gain the following proficiency.

\n

Weapons: Simple lightweapons

","chat":"","unidentified":""},"requirements":"Wis or Cha 13","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.A4QlzxSQr6RdLgBK"}},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-ARCH-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.weaponProf.value","value":"slw","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/CSLR-ARCH-Passive.webp","label":"Consular (Multiclass) Proficiencies","tint":"","transfer":true}],"_id":"sm2oNktIyQCoM3w2"} {"_id":"snqkp9af24pxhQcv","name":"Critical Analysis","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scholar: 1st level

\n

You are able to analyze a target, develop a plan on how to best overcome any potential obstacle, and execute that plan with ruthless efficiency. As a bonus action on your turn, you can analyze a target you can see within 60 feet of you. For the next minute, or until you analyze another target, you gain the following benefits:

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Bonus.webp","effects":[]} {"_id":"spOzjJdS7AGR2LX7","name":"Menacing Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

\n
\n

To support full damage on save in midi-qoi set Check Spell Text to true, otherwise the save will apply half damage as well as the effect.

\n
\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"5dNmPaJ4YCKRu667","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Menaced","tint":"","transfer":false}]} {"_id":"squXPxLSakcrSOBA","name":"Discoveries (Archaeologist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n
\n
\n

ARCHIVE RESEARCH 

\n

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

\n
\n

FORCE COMBAT KNOWLEDGE 

\n

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

\n

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

\n
\n

IT BELONGS IN A MUSEUM 

\n

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

\n
\n

LOCALIZED SURVEY 

\n

Prerequisite: 13th level

\n

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

\n

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

\n

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

\n
\n

MAKING THIS UP AS YOU GO 

\n

Prerequisite: 17th level

\n

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

\n
\n

TELEKINETIC MINISTRATIONS 

\n

Prerequisite: 9th level

\n

You can cast the telekineses force power at 5th level without spending force points.

\n

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

\n
\n

THE YEARS AND THE MILEAGE 

\n

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

\n
\n

TOMB OF THE ANCIENTS 

\n

Prerequisite: 5th level

\n

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

\n

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

\n
\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -891,6 +909,7 @@ {"_id":"ws4yTZAFTaHvuYht","name":"System Override","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Once you’ve reached 17th level, you know how to quickly activate anti-tech subroutines you have encoded into your wristpad. You can cast the diminish tech and tech override powers at 3rd level without expending tech points. If the target is the target of your Critical Analysis, you have advantage on the techcasting ability check for these powers.

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"x1TSm5F0CtGuX7u4","name":"Supreme Awareness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scout: 18th level

\n

You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 18","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} {"_id":"x41qlxJPclXaeCkH","name":"Humanoid Companion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"
\n

HUMANOID COMPANION

\n

Your humanoid takes a form and size of your choosing. Your humanoid's size determines its features.

\n

Once you've chosen the size of your humanoid, you assign your humanoid's ability scores using standard array (16, 14, 14, 12, 10, 8) as you see fit.

\n
\n
\n

HUMANOID FEATURES

\n

All humanoids share the following features.

\n
\n

PROFICIENCIES AND FEATURES

\n
\n
    \n
  • Languages: Humanoids can speak, read, and write Galactic Basic and one language of your choice. If your humanoid takes the form of a species that can't speak Galactic Basic, you choose whether or not your humanoid can speak it.
  • \n
  • Type: Humanoid
  • \n
  • Armor Class: Your humanoid's armor class equals 10 + its Dexterity modifier.
  • \n
  • Attitude: The humanoid obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your humanoid acts on its own.
  • \n
\n
\n
\n
\n

TINY HUMANOIDS

\n

Tiny humanoids are comprised of diminutive species such as anzellan or patitites.

\n

As a tiny humanoid, your humanoid companion has the following features.

\n
\n

HIT POINTS

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

PROFICIENCIES AND FEATURES

\n
\n
    \n
  • Tools: One of your choice.
  • \n
  • Size: Tiny
  • \n
  • Speed: 20 ft.
  • \n
  • Pintsized: Your humanoid's tiny stature makes it hard for it to wield bigger weapons. Your humanoid can't use medium or heavy shields. Additionally, it can't wield weapons with the two-handed or versatile property, and it can only wield one-handed weapons in two hands unless they have the light property.
  • \n
  • Puny: Your humanoid is too small to pack much of a punch. It has disadvantage on Strength saving throws, and when determining its bonus to attack and damage rolls for weapon attacks using Strength, it can't add more than +3.
  • \n
  • Small and Nimble: Your humanoid is too small and fast to effectively target. It has a +1 bonus to AC, and it has advantage on Dexterity saving throws.
  • \n
\n
 
\n
\n
 
\n
\n

SMALL HUMANOIDS

\n

Small humanoids are comprised of shorter species such as ewoks or jawas.

\n

As a small humanoid, your humanoid companion has the following features.

\n
\n

HIT POINTS

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

PROFICIENCIES AND FEATURES

\n
\n
    \n
  • Skills: One of your choice
  • \n
  • Tools: One specialist's kit of your choice
  • \n
  • Size: Small
  • \n
  • Speed: 25 ft.
  • \n
  • Undersized: Your humanoid's small stature makes it hard for it to wield bigger weapons. Your humanoid can't use heavy shields. Additionally, it can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, your humanoid can only wield it in two hands.
  • \n
\n
\n
\n
\n

MEDIUM HUMANOIDS

\n

Medium humanoids are the most common seen in the galaxy.

\n

As a medium humanoid, your humanoid companion has the following features.

\n
\n

HIT POINTS

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

PROFICIENCIES AND FEATURES

\n
\n
    \n
  • Size: Medium
  • \n
  • Speed: 30 ft.
  • \n
  • Armored: Your humanoid has proficiency in light armor. If it would already have proficiency in light armor, it instead has proficiency in medium armor. If it would already have proficiency in light and medium armor, it instead has proficiency in heavy armor. If it would already have proficiency in all armor, it instead has proficiency in a skill or tool of your choice.
  • \n
\n
\n
\n
\n

HUMANOID TRAITS

\n

The traits are presented in alphabetical order. If a trait has prerequisites, your companion must meet them to adopt it. Your companion can adopt a trait at the same time that it meets the trait's prerequisites. Whenever your companion gains a level, it can exchange one trait for another one.

\n

\n
\n
\n
\n
\n
\n
\n
\n
\n

ADAPTIVE RESILIENCE

\n

Your humanoid has advantage on Strength and Constitution saving throws against tech powers.

\n
\n
\n
\n
\n

AGGRESSIVE

\n

As a bonus action, your humanoid can move up to its speed toward an enemy of its choice that it can see or hear. Your humanoid must end this move closer to the enemy than it started.

\n
\n
\n

ALERT

\n

Always on the lookout for danger, your humanoid gains the following benefits:

\n
    \n
  • Your humanoid gains a +5 bonus to initiative.
  • \n
  • You and your humanoid can't be surprised while your humanoid is conscious.
  • \n
\n
\n
\n

ATHLETE

\n

Your humanoid has undergone extensive physical training to gain the following benefits:

\n
    \n
  • When your humanoid is prone, standing up uses only 5 feet of its movement.
  • \n
  • Climbing doesn't halve your humanoid's speed.
  • \n
  • Your humanoid can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
  • \n
\n
\n
\n

AMPHIBIOUS

\n

Your humanoid can breathe air and water.

\n
\n
\n

CANNIBALIZE

\n

If your humanoid spends at least 1 minute devouring the corpse of a beast or humanoid, it gains temporary hit points equal to its Constitution modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n
\n
\n

CLOSED MIND

\n

Your humanoid has advantage on Wisdom and Charisma saving throws against force powers.

\n
\n
\n

DARKVISION

\n

Your humanoid has a keen eyesight, especially in the dark. It can see in dim light within 60 feet of it as if it were bright light, and in darkness as if it were dim light. It can't discern color in darkness, only shades of gray.

\n
\n
\n

DEFENSIVE BALL

\n

Your humanoid is able to curl into a rolling ball for extra protection. When it takes the Dash action while it isn't wielding a shield, it gains a bonus to AC equal to have its proficiency bonus (rounded up) until the start of its next turn.

\n
\n
\n

DEFIANT

\n

When your humanoid or a creature it can see that can see and understand it makes an ability check, attack roll, or saving throw, your humanoid can roll a d4 and add it to their roll (no action required). It can use this before or after the roll, but before the GM determines the roll's outcome. Once your humanoid has used this feature, it must complete a short or long rest before it can use it again.

\n
\n
DUNGEON DELVER
\n
\n
\n

Alert to the hidden traps and secret doors found in many dungeons, your humanoid gains the following benefits:

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

DURABLE

\n

Hardy and resilient, your humanoid gains the following benefits:

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

ENTHRALLING PHEROMONES

\n

Your humanoid can use its pheromones to influence individuals of both sexes. Whenever your humanoid rolls a 1 on a Charisma (Persuasion) check, it can reroll the die and must use the new roll. Additionally, once per short or long rest, your humanoid can treat a d20 roll of 9 or lower on a Charisma check as a 10. This feature has no effect on droids or constructs.

\n
\n
\n

FIGHTING STYLE

\n

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

\n
\n
\n

FLIGHT

\n

Prerequisite 9th level
Your humanoid has a flying speed equal to its walking speed. While wearing medium or heavy armor, its flying speed is reduced by half.

\n
\n
\n

FORCE ADEPT

\n

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

\n
\n
\n

FORCE CONTENTION

\n

Your humanoid has advantage on Strength and Constitution saving throws against force powers.

\n
\n
FORCE-SENSITIVE
\n
\n
\n
\n
\n
\n
\n

Your humanoid one at-will force power and one 1st-level force power, which it can cast at its lowest level once per long rest. Your humanoid's forcecasting ability is Wisdom or Charisma (depending on power alignment). At-will powers chosen by your companion do not scale normally at higher levels. Instead, if they would scale at 5th level, they instead scale at 11th level, and if they would scale at 11th level, they instead scale at 18th level.

\n
\n
\n

FOUR-ARMED

\n

Your humanoid has four arms which it can use independently of one another. It can only gain the benefit of items held by two of its arms at any given time, and once per round it can switch which arms it is benefiting from (no action required).

\n
\n
\n

GROVEL, COWER, AND BEG

\n

Prerequisite: 5th level
As an action on its turn, your humanoid can cower pathetically to distract nearby foes. Until the end of its next turn, your humanoid's allies gain advantage on attack rolls against enemies within 10 feet of it that can see it.

\n

Once your companion has used this trait, it can't use it again until it finishes a short or long rest.

\n
\n
\n

HARDY CLEVERNESS

\n

Your humanoid has advantage on Wisdom and Charisma saving throws against tech powers.

\n
\n
\n

HEAVILY ARMORED

\n

Prerequisite: Proficiency with medium armor
Your humanoid gains proficiency in heavy armor. If your humanoid is already proficient in heavy armor, instead critical hits are treated as normal hits against it.

\n
\n
\n

HIDDEN STEP

\n

As a bonus action, your humanoid can turn invisible until the start of its next turn or until it attacks, makes a damage roll, or forces someone to make a saving throw.

\n

Once your humanoid has used this trait, it can't use it again until you finish a short or long rest.

\n
\n
\n

HIDE

\n

Your humanoid has a thick hide. When it isn't wearing armor, its AC is 13 + its Dexterity modifier.

\n
\n
\n

KEEN HEARING

\n

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

\n
\n
\n

KEEN SIGHT

\n

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

\n
\n
\n

KEEN SMELL

\n

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

\n
\n
\n

LIGHTLY ARMORED

\n

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

\n
\n
LINGUIST
\n
\n
\n

Your humanoid has studied languages and codes, gaining the following benefits:

\n
    \n
  • Your humanoid learns three languages of its choice.
  • \n
  • Your humanoid can can ably create written ciphers. Others can't decipher a code it creates unless it teaches them, they succeed on an Intelligence check (DC = your Intelligence score + your proficiency bonus), or they use a power to decipher it.
  • \n
\n
\n
\n

MOBILE

\n

Your humanoid's speed increases by 10 feet.

\n
\n
\n

MODERATELY ARMORED

\n

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

\n
\n
\n

NATURALLY STEALTHY

\n

Your humanoid can attempt to hide even when it is obscured only by a creature that is its size or larger than it.

\n
\n
\n

NIMBLE AGILITY

\n

Your humanoid reflexes and agility allow it to move with a burst of speed. When your humanoid moves on its turn in combat, it can double its speed until the end of the turn. Once your humanoid has used this trait, it can't use it again until it moves 0 feet on one of its turns.

\n
\n
\n

NIMBLE REFLEXES

\n

Your humanoid has advantage on Dexterity and Intelligence saving throws against force powers.

\n
\n
\n

NIMBLENESS

\n

Your humanoid can move through the space of any creature that is of a size larger than it.

\n
\n
\n

OBSERVANT

\n

Prerequisite: Alert
Quick to notice details of its environment, your humanoid gains the following benefits:

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

POWERFUL BUILD

\n

Your humanoid's carrying capacity and the weight it can push, drag, or lift doubles. If it would already double, it instead triples.

\n
\n
\n

PROFICIENT

\n

Your humanoid gains proficiency in one skill or tool of its choice.

\n
\n
RAPID REGENERATION
\n
\n
\n
\n
\n
\n
\n

Prerequisite: 5th level
Your humanoid can control and focus its healing. As a bonus action, it can choose to spend one of its Hit Dice to recover hit points.

\n
\n
\n

REGENERATIVE

\n

Prerequisite: 5th level
When your humanoid takes damage, it can use its reaction and expend a Hit Die to regain hit points as long as the damage would not reduce its hit points to 0.

\n
\n
\n

SECOND HEART

\n

Prerequisite: 5th level
When your humanoid is reduced to 0 hit points but not killed outright, it can drop to 1 hit point instead. It can't use this feature again until it finishes a long rest.

\n
\n
\n

STRONG-LEGGED

\n

When your humanoid makes a long jump, it can cover a number of feet up to twice its Strength score. When it makes a high jump, it can leap a number of feet up into the air equal to 3 + twice its Strength modifier.

\n
\n
\n

TECH RESISTANCE

\n

Your humanoid has advantage on Dexterity and Intelligence saving throws against tech powers.

\n
\n
\n

UNARMED COMBATANT

\n

Your humanoid's unarmed strikes deal 1d4 kinetic damage. It can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. It must use the same modifier for both rolls.

\n
\n
\n

SAVAGE ATTACKS

\n

When your humanoid scores a critical hit with a melee weapon attack, it can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

\n
\n
\n

SAVAGE SHORTY

\n

Prerequisite: Strength 13, size Small
Despite being short of stature, your humanoid's size has no impact on its strength and virility. Your humanoid gains the following benefits:

\n
    \n
  • Your humanoid's speed increases by 5 feet
  • \n
  • Your humanoid loses the Undersized trait.
  • \n
\n
\n
\n

TECH ADEPT

\n

Prerequisite: Tech Dabbler
Your humanoid learns one 2nd-level tech power of your choice, and once per long rest it can cast it at 2nd-level without expending tech points. Your humanoid's techcasting ability is Intelligence. Your humanoid requires use of a wristpad for this power.

\n
\n
\n
\n
\n

TECH DABBLER

\n

Your humanoid learns one at-will tech power and one 1st-level tech power, which it can cast at its lowest level once per long rest. Your humanoid's techcasting ability is Intelligence. Your humanoid requires use of a wristpad for these powers. At-will powers chosen by your companion do not scale normally at higher levels. Instead, if they would scale at 5th level, they instead scale at 11th level, and if they would scale at 11th level, they instead scale at 18th level.

\n
\n
\n
\n
\n

TINY TERROR

\n

Prerequisite: Strength 13, size Tiny
Despite falling below knee height of other species, your humanoid's size has less impact on its strength and virility. Your humanoid gains the following benefits:

\n
    \n
  • Your humanoid's speed increases by 5 feet
  • \n
  • Your humanoid loses the Pintsized trait, and it is no longer limited to +3 when determining its bonus to attack and damage rolls for weapon attacks using Strength due to the Puny trait.
  • \n
  • Your humanoid gains the Undersized trait: Undersized.Your humanoid's small stature makes it hard for it to wield bigger weapons. It can't use heavy shields or martial weapons with the two-handed property unless it has the light property, and if a martial weapon has the versatile property, your humanoid can only wield it in two hands.
  • \n
\n
\n
\n

TOUGH

\n

Prerequisite: Durable
Your humanoid has the blood of heroes flowing through its veins. Your humanoid gain the following benefits:

\n
    \n
  • Whenever your humanoid takes the Dodge action in combat, it can spend one Hit Die to heal itself. Roll the die, add its Constitution modifier, and it regains a number of hit points equal to the total (minimum of one).
  • \n
\n
\n
\n

TRANCE

\n

Your humanoid only needs 3 hours of sleep during a long rest to gain its benefits, instead of 6. Additionally, if your humanoid's long rest would be interrupted, it only needs to complete the long rest instead of restarting it to gain its benefits.

\n
\n
\n
\n
\n

WEAPON EXPERT

\n

Your humanoid gains proficiency with all blasters, lightweapons, and vibroweapons. If your humanoid is already proficient with all blasters, lightweapons or vibroweapons, instead once per turn when it rolls damage for a weapon attack using a weapon from a category in which it is proficient with all weapons, it can reroll the weapon's damage dice and use either total.

\n
\n
\n
\n
\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Operative (Multiclass) Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Multiclass Proficiencies

\n

As a multiclassed Operative, you gain the following proficiencies.

\n

Armor: Light armor

\n

Tools: One specialist's kit of your choice

\n

Skills: Choose one

","chat":"","unidentified":""},"requirements":"Dex 13","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.VIThwG5D7N7x7Qyp"}},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Passive.webp","label":"Operative (Multiclass) Proficiencies","tint":"","transfer":true}],"_id":"x6ijVMC6Fm8juvnB"} {"_id":"xFgXRg2qF3SlvNfF","name":"Sentinel Ideals","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Sentinel: 2nd, 6th, 9th, 11th, and 17th level

\n

You adopt ideals that exemplify your bond with the Force. You adopt two ideals of your choice, as detailed at the end of the class description. You adopt an additional ideal at 6th and 11th level.

\n

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

\n
\n

SENTINEL IDEALS

\n

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

\n
\n
\n

IDEAL OF THE AGILE

\n

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

\n

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

\n
\n

IDEAL OF THE ARTISAN

\n

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

\n

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

\n
\n

IDEAL OF THE CONTENDER

\n

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

\n

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

\n
\n

IDEAL OF THE FIGHTER

\n

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

\n

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

\n
\n

IDEAL OF THE HUNTER

\n

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

\n

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

\n
\n

IDEAL OF THE STEADFAST

\n

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

\n

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

\n
\n

IDEAL OF THE TITAN

\n

You gain proficiency in medium armor.

\n

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

\n
\n

IDEAL OF THE TRANQUIL

\n

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

\n

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

\n
\n

IDEAL OF THE VIGOROUS

\n

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

\n

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

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"none","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":"2","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[]} {"_id":"xLWuR3Z2WROW7Ggm","name":"Placed Shots","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n
\n

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

\n
\n
\n

DISARMING SHOT

\n

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

\n
\n

PENETRATING SHOT

\n

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

\n

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

\n
\n

SUPPRESSIVE SHOT

\n

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

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"xLmHLKF5gZn3nX0n","name":"Living Current","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 13th level, you’ve learned to channel the damage done to you to enhance your strikes. The first time you deal damage on your turn, if you took damage since the start of your last turn, you can deal additional lightning damage equal to your Kinetic Combat die + half the amount of damage taken (rounded down).

\n

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

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -918,6 +937,7 @@ {"_id":"yahaPxpXfPalRqxt","name":"Projected Barrier (Engineer: Gadgeteer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

ENVIRONMENTAL BARRIER

\n

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

\n

PHYSICAL BARRIER

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"yyGo3f49AlXermtP","name":"Diamond Soul","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 14th level

\n

Your mastery of focus grants you proficiency in all saving throws, and when you fail a saving throw, you can spend 1 focus point to reroll it, taking the new roll.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d20","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 14","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"Hhq04duDd9JKWOCM","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.abilities.cha.proficient","value":1,"mode":5,"priority":20},{"key":"data.abilities.con.proficient","value":1,"mode":5,"priority":20},{"key":"data.abilities.dex.proficient","value":1,"mode":5,"priority":20},{"key":"data.abilities.int.proficient","value":1,"mode":5,"priority":20},{"key":"data.abilities.str.proficient","value":1,"mode":5,"priority":20},{"key":"data.abilities.wis.proficient","value":1,"mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Diamond Soul","tint":"","transfer":true}]} {"_id":"z5s3mctvvQbG2Yh4","name":"Vengeance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, you gain one of the following features.

\n

Choose Devastating Critical for Juyo or Their Power, My Strength for Vapaad.

\n
\n

DEVASTATING CRITICAL

\n

When you score a critical hit with a melee weapon attack, you gain a bonus to that weapon’s damage roll equal to your guardian level.

\n
\n

THEIR POWER, MY STRENGTH

\n

When you are dealt damage by a force power, you can reduce that damage by an amount equal to your guardian level (no action required).

\n

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

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"zDq22sPqEizjV4Cr","name":"Berserker (Multiclass) Proficiencies","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Multiclass Proficiencies

\n

As a multiclassed Berserker, you gain the following proficiencies.

\n

Armor: Light armor

\n

Weapons: All vibroweapons

","chat":"","unidentified":""},"requirements":"Str 13","source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{"core":{"sourceId":"Item.SYYkn28i9MXXt0eY"}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[{"_id":"ajl2HjApW53QvtU7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"mvb","mode":2,"priority":20},{"key":"data.traits.weaponProf.value","value":"svb","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","label":"Berserker (Multiclass) Proficiencies","tint":"","transfer":true}]} {"_id":"zEnd8MGQwyOOZ0dI","name":"Maximum Output","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

 

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

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BOLSTER

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On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Intelligence modifier.

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COMMANDER’S STRIKE

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When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature within 60 feet who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding your superiority die to the attack’s damage roll.

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DISARMING ATTACK

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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.

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DISTRACTING STRIKE

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

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MANEUVERING ATTACK

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

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

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PUSHING ATTACK

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When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

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RIPOSTE

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

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SCHOLAR’S PARRY

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When a creature damages you with a weapon attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Intelligence modifier.

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TARGETED ATTACK

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

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TRIP ATTACK

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When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

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You gain proficiency in heavy armor.

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