diff --git a/packs/Icons/Archetypes/Teras Kasi Order.webp b/packs/Icons/Archetypes/Teras Kasi Order.webp new file mode 100644 index 00000000..3f0a1585 Binary files /dev/null and b/packs/Icons/Archetypes/Teras Kasi Order.webp differ diff --git a/packs/packs/archetypes.db b/packs/packs/archetypes.db index 594e6a44..b9076c88 100644 --- a/packs/packs/archetypes.db +++ b/packs/packs/archetypes.db @@ -11,6 +11,7 @@ {"_id":"6HRxOPMOmOiKmuIG","name":"Adept Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"
Those fighters who choose to become Adept Specialists tap into a latent Force-sensitivity to augment their martial prowess, blending the two to accelerate their bodies and blows. An adept speeds across the battlefield, attacking opponents in a flurry of blows before dashing off again.
\nWhen you choose this specialty at 3rd level, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.
\nYou learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Adept Specialist Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.
\nYou have a number of force points equal to your fighter level, as shown in the Force Points column of the Adept Specialist Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.
\nMany force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Adept Specialist Forcecasting table.
\nYou may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.
\nYour 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.
\nForce save DC = 8 + your proficiency bonus + your forcecasting ability modifier
\nForce attack modifier = your proficiency bonus + your forcecasting ability modifier
\n\n\n\n\n
\n\n \nAdept Specialist Forcecasting \n\n \n\n\nLevel \nForce Powers Known \nForce Points \nMax Power Level \n\n \n3rd \n4 \n3 \n1st \n\n \n4th \n6 \n4 \n1st \n\n \n5th \n7 \n5 \n1st \n\n \n6th \n8 \n6 \n1st \n\n \n7th \n10 \n7 \n2nd \n\n \n8th \n11 \n8 \n2nd \n\n \n9th \n12 \n9 \n2nd \n\n \n10th \n13 \n10 \n2nd \n\n \n11th \n14 \n11 \n2nd \n\n \n12th \n15 \n12 \n2nd \n\n \n13th \n17 \n13 \n3rd \n\n \n14th \n18 \n14 \n3rd \n\n \n15th \n19 \n15 \n3rd \n\n \n16th \n20 \n16 \n3rd \n\n \n17th \n22 \n17 \n4th \n\n \n18th \n23 \n18 \n4th \n\n \n19th \n24 \n19 \n4th \n\n \n\n20th \n25 \n20 \n4th \n
Also at 3rd level, you can cast the @Compendium[sw5e.forcepowers.tAs3ogXXwpDkpZvF]{Burst of Speed} force power targeting yourself at 1st-level without expending force points. At 10th level, when you do so, your speed increases by an additional 10 feet. At 18th level, when you do so, your speed increases by an additional 10 feet.
\nYou can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain any expended uses when you finish a long rest.
\nBeginning at 7th level, your constant blur of motion and attacks becomes an unending barrage as you build momentum. Once on your turn when you miss with a weapon attack you can make another weapon attack, no action required.
\nAt 10th level, you learn to recover some of your expended power quickly. When you use your Second Wind you also regain a number of force points equal to your Wisdom or Charisma modifier (your choice, a minimum of one).
\nStarting at 15th level, you learn to completely ignore many of the most devastating impediments of combat. You can expend a use of Indomitable to gain the effect of the @Compendium[sw5e.forcepowers.BqGw2Mt7mBqqVclc]{Freedom of Movement} force power until the end of your next turn.
\nAt 18th level you reach the pinnacle of your training, moving faster than eyes or most sensors can track. When you use Action Surge feature, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action.
"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Adept%20Specialist.webp","effects":[]} {"_id":"6JrXY2jDqQiuuUGq","name":"Way of Negation","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"Some force users seek mastery over the fundamentals of energy manipulation, known as tutaminis. Those consulars who follow the Way of Negation harness this power to limit the havoc that other force-wielders might wreak.
\nAt 3rd level, when you fail a saving throw, you can use your reaction to gain a +4 bonus to that saving throw.
\nYou 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.
\nStarting at 6th level, you learn to simultaneously limit a creature's force powers and store that power within yourself to later strengthen your damaging force powers.
\nYou can store a maximum number of power surges equal to your Wisdom or Charisma modifier (your choice, minimum of one). Whenever you successfully end a force power with a power such as @Compendium[sw5e.forcepowers.XYHAKmU4gHSzRK3I]{Force Suppression} or @Compendium[sw5e.forcepowers.LhMmIUjsFrytp0wc]{Sever Force}, or use your Force Shield or Force Deflection features to successfully avoid an attack or succeed on a saving throw, you gain one power surge, as you redirect the flow of the Force into yourself.
\nOnce per turn, when you deal damage to a creature or object with a force power, you can spend one power surge to deal extra damage to that target. The extra damage is of the same type as the power's damage, and it equals half your consular level (rounded down).
\nWhenever you finish a long rest, your number of power surges resets to one. If you end a short rest with no power surges, you gain one power surge.
\nAt 10th level, you can casually deflect attacks while channeling your power. While you are concentrating on a Force power, you have a +2 bonus to your AC and all saving throws.
\nAdditionally, you can extend your Force Deflection to a creature within 5 feet of you when they fail a saving throw.
\nAt 14th level, when you use your Force Deflection feature, you can cause a ripple in the Force to expand from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your consular level.
\nAt 18th level, when you use a Force-Empowered Casting option, you can spend a power surge to use it without spending additional force points.
"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Negation.webp","effects":[]} {"_id":"7OqolLOiiu5K59rD","name":"Blademaster Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"Those fighters who choose to become Blademaster Specialists hone their focus to a blade's edge, becoming so in tune with their arsenal that it becomes both their weapon and their armor.
\nWhen you choose this specialty at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Strength modifier.
\nAlso at 3rd level, you've learned to make adaptations to your fighting style on the fly. You have three such effects: Change Up, Draw, and Stow. When you use your Adaptive Fighting, you choose which effect to create.
\nYou can use this features a number of times equal to your Strength or Dexterity modifier (your choice, a minimum of once). You regain all expended uses when you complete a short or long rest.
\nYou can use your object interaction and expend a use of your Adaptive Fighting to change the Fighting Style option granted to you by your fighter class feature. You can't take a Fighting Style option more than once.
\nWhen you use your object interaction to draw one or more weapons, you can expend a use of your Adaptive Fighting (no action required) to make your weapon attacks with the weapon(s) score a critical hit on a roll of 19 or 20 until the start of your next turn.
\nWhen you use your object interaction to stow a weapon, you can expend a use of your Adaptive Fighting (no action required) to take the Disengage action.
\nBeginning at 7th level, when you score a critical hit with a melee weapon attack, you regain a use of your Adaptive Fighting, to a maximum of your Strength or Dexterity modifier (your choice, minimum of one).
\nAt 10th level, when you expend a use of your Adaptive Fighting, you gain resistance to energy and kinetic damage dealt by weapons until the start of your next turn.
\nStarting at 15th level, when you use your Action Surge feature, you can take an extra bonus action on top of the additional action.
\nAt 18th level, you can use your action to make a single melee weapon attack against each creature within your reach. Make a separate attack roll against each target. The first attack gains a +1 bonus to its attack roll, and each attack after the first gains an additional +1 bonus to its attack roll, cumulatively, to a maximum bonus of +6. If you are wielding two light- or vibro-weapons, or a weapon with the double property, you also add this bonus to your damage rolls, and you can use your bonus action to engage in Two-Weapon Fighting.
\nOnce you've used this feature, you must complete a short or long rest before you can use it again.
"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Blademaster%20Specialist.webp","effects":[]} +{"name":"Teräs Käsi Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"description":{"value":"Monks of the Teräs Käsi Order are the ultimate masters of unarmed martial arts combat. They learn techniques to draw focus from the defeat of their enemies, resist the mental assaults of the Force, and unleash powerful rushes of strikes to subdue their foes.
\nTeräs Käsi Order: 3rd level
Your honed focus allows you to enter a stance of mental fortification and power. You can use your bonus action to enter this stance. When you do so, you unleash a flurry of blows on creatures of your choice that you can see within 10 feet of you. Each creature in the area must make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon) or take the weapon's normal damage.
This stance lasts for 1 minute. While you are in this stance, you gain the following benefits:
\nThese effects end early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.
\nWhile you have no remaining uses of this feature, you can instead expend 1 focus point to use it. When you do so, your maximum focus points are reduced by 1 until you complete a long rest.
\nTeräs Käsi Order: 6th level
\nYou can draw upon your focus to utilize an array of practiced techniques to strike your opponents with precision and power. You can use your bonus action to enter this stance, and when you do so, you can also enter your Forredari Stance as a part of this same bonus action. This form lasts for 1 minute. While you are in this stance, you gain the following benefits:
\nThese effects end early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.
\nWhile you have no remaining uses of this feature, you can instead expend 1 focus point to use it. When you do so, your maximum focus points are reduced by 1 until you complete a long rest.
\nTeräs Käsi Order: 11th level
You tap into the greater power of your focus. While both your Forredari Stance and your Steel Hands Form are active, you gain the following benefits:
Teräs Käsi Order: 17th level
You have learned to harness your strikes in a blistering fury. On your turn, when a creature takes damage from you three times, you can make up to three additional unarmed strikes against the creature (no action required). The first additional unarmed strike costs 1 focus point and deals 1d12 additional psychic damage on a hit, and each unarmed strike after the first costs 1 additional focus point and deals 1d12 additional psychic damage on a hit, cumulatively.
Monks of the Kro Var Order—known as shapers—utilize a unique power to bend the four elements to their will, creating effects as small as a floating flame to quakes that sunder the earth.
\nKro Var Order: 3rd, 11th, and 17th level
\nYou gain the ability to bend the elements to your will. As an action, you can manipulate these forces to create one of the following effects of your choice at a space within 10 feet of you:
\nThis range increases to 30 feet at 11th level and 60 feet at 17th level.
\nAdditionally, as a bonus action on your turn, you can spend 1 focus point to conjure a weapon made of one of the four elements—air, earth, fire, or water—which lasts for 1 minute. Your weapon takes an appearance of your choice, it can only be used by you, and you can't be disarmed of it while you are conscious. You are proficient in this weapon, which counts as a monk weapon for you and uses your Martial Arts die for its damage rolls. You can only have one of these weapons at a time, and if you summon a new one the old one immediately disappears.
\nYour whistling weapon has the thrown property with a range of 20/60 and deals sonic damage on a hit. Additionally, when you hit a creature with the weapon, it is deafened until the end of its next turn.
\nYour earthen weapon takes the form of stone and deals kinetic damage on a hit. Additionally, when you hit a creature with it, you can force the target to make a Strength saving throw. On a failed save, the target is pushed back 5 feet. Lastly, while active, you can use Strength instead of Dexterity when determining your AC, as long as it doesn't already include that modifier.
\nYour flaming weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet, deals fire damage, and when you hit a creature with it, the creature takes additional damage equal to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of one).
\nYour watery weapon has the reach property, deals cold damage on a hit, and you can use your Wisdom or Charisma modifier (your choice) instead of Dexterity or Strength for its attack and damage rolls. You must use the same modifier for both rolls. Additionally, when you would make a melee weapon attack, you can instead use your weapon to wet a 5-foot square within your weapon's reach. The affected area is difficult terrain. Each creature who starts its turn in the square or enters it for the first time must make a Dexterity saving throw, falling prone on a failed save.
\nKro Var Order: 6th, 11th, and 17th level
\nYou gain two of the following features. You gain an additional option at 11th and 17th level.
\nYou can use these features a combined number of times equal to your proficiency bonus, as shown in the monk table. You regain all expended uses when you complete a long rest.
\nWhile you have no remaining uses of this feature, you can instead expend 2 focus points to use it. When you do so, your maximum focus points are reduced by 2 until you complete a long rest.
\nYou can use your action to choose an area of flame that you can see and that fits within a 5-foot cube within 60 feet. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.
\nFireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
\nSmoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
\nAs an action, you can spend 2 focus points to call up a mighty gale, which swirls around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for 10 minutes. The wind deafens both you and other creatures in its area. It extinguishes unprotected flames in its area that are torch-sized or smaller and hedges out vapor, gas, and fog that can be dispersed by strong wind. The area is difficult terrain for creatures other than you, and the attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
\nAs an action, you can choose a 5-foot-square unoccupied space on the ground that you can see within 30 feet. A Medium hand made from soil and stone, which lasts for 1 minute, rises in that space and reaches for one Large or smaller creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 kinetic damage and is restrained for the duration. As a bonus action on each of your turns, you can cause the hand to crush the restrained target, which must make a Strength saving throw. It takes 2d6 kinetic damage on a failed save or half as much damage on a successful one. To break out, the restrained creature can use its action to make a Strength check against your focus save DC. On a success, the target escapes and is no longer restrained by the hand. As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.
\nAs an action, you focus your energy into a torrent of fire that streaks away from you. A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
\nYou reach out to the ground beneath you. You can use your bonus action to gain tremorsense with a range of 30 feet and a burrow speed equal to your walking speed for up to 1 minute. Your movement leaves behind a tunnel that remains for as long as this ability is active, after which it collapses.
\nAs an action, you can spend 2 focus points to form a line of strong wind 60 feet long and 10 feet wide that blasts from you in a direction you choose for one minute or until you lose concentration or dismiss the effect (no action required). Each Large or smaller creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the effect ends, you can change the direction in which the line blasts from you.
\nYou can use your action to pull water from air and return it to the atmosphere. In an open container, you can create up to 20 gallons of drinkable water. You may also produce a rain that falls within a 30-foot cube and extinguishes open-air flames. You can destroy the same amount of water in an open container, or destroy a 30-foot cube of fog.
\nAs an action, you can cause a flurry of ice crystals to erupt from a point you can see within 90 feet. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 3d6 cold damage and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.
\nKro Var Order: 11th and 17th level
\nAt 11th level, you gain one of the following features. You gain an additional option at 17th level.
\nYou can use these features a combined number of times equal to half your proficiency bonus, as shown in the monk table. You regain all expended uses when you complete a long rest.
\nWhile you have no remaining uses of this feature, you can instead expend 3 focus points to use it. When you do so, your maximum focus points are reduced by 3 until you complete a long rest.
\nPrerequisite: Crushing Hand of the Mountain or Patient Bantha Listens
\nAs an action, you can choose a point you can see on the ground within 120 feet. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 kinetic damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
\nPrerequisite: Curtain of Unyielding Wind or Rush of the Shyrack
\nAs an action, you can gain a flying speed equal to your movement speed for 10 minutes. You can hover while this technique is active, but when it ends, you fall if you are still aloft, unless you can stop the fall.
\nPrerequisite: Burning Ember Flourish or Hatchling's Flame
\nAs an action, you can create a wall of fire on a solid surface within 120 feet. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for 1 minute.
\nWhen the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
\nOne side of the wall, chosen by you when you use this feature, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side of the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
\nPrerequisite: Shape the Raincloud or Swarming Ice Rabbit
\nAs an action, you can control any freestanding water within 300 feet of you inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you use this feature. As an action on your turn, you can repeat the same effect or choose a different one.
\nFlood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller creatures in the wave's path are carried with it to the other side. Any Huge or smaller creatures struck by the wave have a 25 percent chance of being knocked prone. The water level remains elevated until the feature ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
\nPart Water. You cause water in the area to move apart and create a trench. The trench extends across the feature's area, and the separated water forms a wall to either side. The trench remains until the feature ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
\nRedirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the feature's area, it resumes its flow based on the terrain conditions. The water continues co move in the direction you chose until the feature ends or you choose a different effect.
\nWhirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your feature save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 kinetic damage and is caught in the vortex until the feature ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 kinetic damage; this damage occurs each round it remains in the vortex.
\nKro Var Order: 17th level
\nYou gain one of the following features.
\nOnce you've used the chosen feature, you must complete a long rest before you can use it again.
\nWhile you have no remaining uses of this feature, you can instead expend 4 focus points to use it. When you do so, your maximum focus points are reduced by 4 until you complete a long rest.
\nPrerequisite: Ride the Wind
\nAs an action, you conjure a whirlwind around you, granting the following benefits until the start of your next turn:
\nAt the start of each of your turns, you can use your bonus action to extend the benefits of this feature until the start of your next turn, to a maximum duration of 1 minute. This effect ends immediately if you are incapacitated or die.
\nPrerequisite: River of Hungry Flame
\nAs an action, you cause flames to race across your body, granting the following benefits until the start of your next turn:
\nAt the start of each of your turns, you can use your bonus action to extend the benefits of this feature until the start of your next turn, to a maximum duration of 1 minute. This effect ends immediately if you are incapacitated or die.
\nPrerequisite: Shape the Flowing River
\nAs an action, you cause frost to chill the area around you, granting the following benefits until the start of your next turn:
\nAt the start of each of your turns, you can use your bonus action to extend the benefits of this feature until the start of your next turn, to a maximum duration of 1 minute. This effect ends immediately if you are incapacitated or die.
\nPrerequisite: Earth Reaches for Sky
\nAs an action, you cause rock to envelop you, granting the following benefits until the start of your next turn:
\nAt the start of each of your turns, you can use your bonus action to extend the benefits of this feature until the start of your next turn, to a maximum duration of 1 minute. This effect ends immediately if you are incapacitated or die.
\nKro Var Order: 17th level
\nAs 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:
\nThere may come a time when a sentinel finds themselves stranded, hunted, or in any situation where they must hide their nature as a force wielder. Those sentinels who follow the Path of the Corsair make use of alternative weaponry not commonly associated with force-wielders to great effect.
\nStarting when you choose this calling at 3rd level, you learn the @Compendium[sw5e.forcepowers.5o01ADUmNyzy470b]{Force Disarm} force power. Additionally, you can use your Kinetic Combat feature when you cast it as your action. Finally, when you cast the force disarm power, disarm a blaster weapon, and catch it, you can reload the weapon as a part of the same action.
\nAlso at 3rd level, you can use the force to quickly learn the use of unfamiliar weapons. When you hold a weapon that you are not proficient in, you can spend 1 force point (no action required) to gain proficiency with that weapon until the end of your next long rest. If that weapon is a blaster, you can use it to make Kinetic Combat attacks as long as the target of the attack is within the weapon's normal range.
\nAdditionally, when you throw a grenade, you can use Wisdom or Charisma instead of Strength when determining your throwing range.
\nAt 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.
\nAs a bonus action on each of your turns, you can throw one of your detonators at a point within range. Your detonators have a range equal to 30 feet + your Wisdom or Charisma modifier x 5. Make a universal ranged force attack. On a hit, the detonator adheres to the target, and if the target is a Large or smaller creature, it is pushed back 5 feet. On a miss, it falls to the ground. Hit or miss, the detonator then explodes. The target and each creature within 5 feet must make a Dexterity saving throw against your universal force save DC. If the detonator adhered to a target, the creature has disadvantage on the saving throw. A creature takes force damage equal to your Kinetic Combat Damage Die + your Wisdom or Charisma modifier (your choice) on a failed save, or half as much on a successful one.
\nBy 13th level, once per turn, when you deal damage with a Force-Empowered Detonator or your Double Strike feature, you can deal additional damage equal to your Kinetic Combat Damage Die. The damage type is force, lightning, necrotic, or psychic (your choice).
\nAt 18th level, when a creature fails the saving throw against your Force-Empowered Detonators feature, you can spend 2 force points to subject it to the effects of one of the following force powers: @Compendium[sw5e.forcepowers.KCVdYOoxu0kfkSCn]{Affliction}, @Compendium[sw5e.forcepowers.bDdyZTL7KCiz2zXR]{Force Blind/Deafen}, @Compendium[sw5e.forcepowers.8UOBsZEV8esbx6IG]{Stun}, or @Compendium[sw5e.forcepowers.83VXTwWszl8bMlW6]{Stun Droid}. They automatically fail the saving throw for the selected power, but the effects only last until the end of your next turn.
"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20the%20Corsair.webp","effects":[]} {"_id":"9Hva27QHj2ruQXTA","name":"Form IV: Ataru","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"Form IV, also know as Aggression Form, is a kinetically active form that relies on speed, acrobatics, and power. Those guardians who focus on Ataru Form utilize high energy tactics to confuse and distract their opponents, quickly moving about the battlefield.
\nWhen you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the @Compendium[sw5e.lightsaberform.yfCFM4d8xPdcsNKe]{Ataru Lightsaber Form}, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.
\nAlso at 3rd level, as a bonus action, you you can take an aggressive stance, leaping around the battlefield for 1 minute. As a part of this bonus action, and as a bonus action on each of your turns, you can cast the @Compendium[sw5e.forcepowers.oPi4Y7zezP7MxNDK]{Force Jump power} at 1st-level without expending force points. Additionally, when you cast force jump, you have advantage on the first attack roll you make against each creature within 5 feet of where you land.
\nThis 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.
\nLastly at 3rd level, you gain the following Channel the Force option.
\nWhen a creature makes a melee attack roll against you, you can expend a use of your Channel the Force and your reaction to jump 10 feet in a direction of your choice, imposing disadvantage on the roll. This movement does not provoke opportunity attacks. You can wait until after the attack roll is made, but before the DM determines whether the attack hits.
\nAt 7th level, you gain the ability to move along vertical surfaces without falIing during the move. If you end your turn in the air, you fall immediately to the ground.
\nAdditionally, you no longer take damage when falling from a distance no greater than your walking speed.
\nAt 15th level, you can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.
\nAt 20th level, your presence on the field of battle is as a graceful blur of deadly blades and daring acrobatics. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:
\nThis effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.
"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Ataru%20Form.webp","effects":[]}