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Crimson Order

\n

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

\n

Crimson Armaments

\n

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

\n

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

\n

Crimson Squall

\n

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

\n

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

\n

Vigilant Sentinel

\n

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

\n

Sovereign Protector

\n

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

\n\n

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

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

Adept Specialist

\n

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

\n

Forcecasting

\n

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

\n

Force Powers Known

\n

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

\n

Force Points

\n

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

\n

Max Power Level

\n

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

\n

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

\n

Forcecasting Ability

\n

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

\n

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

\n

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

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

Growing Momentum

\n

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

\n

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

\n

Whirling Weapons

\n

Beginning at 7th level, your constant blur of motion and attacks becomes an unending barrage as you build momentum. Once on your turn when you miss with a weapon attack you can make another weapon attack, no action required.

\n

Focused Breathing

\n

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

\n

Unstoppable Force

\n

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

\n

Instant Acceleration

\n

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

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

Way of Negation

\n

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

\n

Force Deflection

\n

At 3rd level, when you fail a saving throw, you can use your reaction to gain a +4 bonus to that saving throw.

\n

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

\n

Power Surge

\n

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

\n

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

\n

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

\n

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

\n

Enduring Focus

\n

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

\n

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

\n

Conflux

\n

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

\n

Tutaminis Mastery

\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Negation.webp","effects":[]} +{"_id":"7NhB6FsBblbiPxB7","name":"Path of Witchcraft","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"description":{"value":"

Path of Witchcraft

\n

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

\n

Wild Power

\n

Path of Witchcraft: 3rd level

\n

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

\n

Ichor Conjuring

\n

Path of Witchcraft: 3rd and 11th level

\n

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

\n

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

\n\n

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

\n

Nature's Vigor

\n

Path of Witchcraft: 7th level

\n

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

\n\n

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

\n

Waters of Life

\n

Path of Witchcraft: 13th level

\n

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

\n

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

\n

Stormcaller

\n

Path of Witchcraft: 18th level

\n

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

\n\n

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

"},"source":"EC","className":"Sentinel","classCasterType":"Forcecaster","activation":{"cost":null,"type":""},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"core":{"sourceId":"Item.CJaSur3qwueai460"}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Witchcraft.webp","effects":[]} {"_id":"7OqolLOiiu5K59rD","name":"Blademaster Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Blademaster Specialist

\n

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

\n

Unarmored Defense

\n

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

\n

Adaptive Fighting

\n

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

\n

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

\n

Change Up

\n

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

\n

Draw

\n

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

\n

Stow

\n

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

\n

Dervish

\n

Beginning at 7th level, when you score a critical hit with a melee weapon attack, you regain a use of your Adaptive Fighting, to a maximum of your Strength or Dexterity modifier (your choice, minimum of one).

\n

Resilient Fighting

\n

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

\n

Adrenaline Rush

\n

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

\n

Bladestorm

\n

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

\n

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

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

Teräs Käsi Order

\n

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

\n

Forredari Stance

\n

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

\n

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

\n\n

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

\n

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

\n

Steel Hands Form

\n

Teräs Käsi Order: 6th level

\n

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

\n\n

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

\n

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

\n

Matter Over Mind

\n

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

\n\n

Spitting Rawl

\n

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

"},"source":"EC","className":"Monk","classCasterType":""},"flags":{"core":{"sourceId":"Item.8ZPX84rNvnHaPbT5"}},"img":"systems/sw5e/packs/Icons/Archetypes/Teras%20Kasi%20Order.webp","effects":[],"_id":"8H3eJ7yWj6t54MP2"} {"_id":"8UxY6Q7jXLR9tedX","name":"Kro Var Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Kro Var Order

\n

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

\n

Elemental Attunement

\n

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

\n

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

\n\n

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

\n

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

\n

Air

\n

Your whistling weapon has the thrown property with a range of 20/60 and deals sonic damage on a hit. Additionally, when you hit a creature with the weapon, it is deafened until the end of its next turn.

\n

Earth

\n

Your earthen weapon takes the form of stone and deals kinetic damage on a hit. Additionally, when you hit a creature with it, you can force the target to make a Strength saving throw. On a failed save, the target is pushed back 5 feet. Lastly, while active, you can use Strength instead of Dexterity when determining your AC, as long as it doesn't already include that modifier.

\n

Fire

\n

Your flaming weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet, deals fire damage, and when you hit a creature with it, the creature takes additional damage equal to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of one).

\n

Water

\n

Your watery weapon has the reach property, deals cold damage on a hit, and you can use your Wisdom or Charisma modifier (your choice) instead of Dexterity or Strength for its attack and damage rolls. You must use the same modifier for both rolls. Additionally, when you would make a melee weapon attack, you can instead use your weapon to wet a 5-foot square within your weapon's reach. The affected area is difficult terrain. Each creature who starts its turn in the square or enters it for the first time must make a Dexterity saving throw, falling prone on a failed save.

\n

Elemental Adept

\n

Kro Var Order: 6th, 11th, and 17th level

\n

You gain two of the following features. You gain an additional option at 11th and 17th level.

\n

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

\n

While you have no remaining uses of this feature, you can instead expend 2 focus points to use it. When you do so, your maximum focus points are reduced by 2 until you complete a long rest.

\n

Burning Ember Flourish

\n

You can use your action to choose an area of flame that you can see and that fits within a 5-foot cube within 60 feet. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.

\n

  Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

\n

  Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

\n

Curtain of Unyielding Wind

\n

As an action, you can spend 2 focus points to call up a mighty gale, which swirls around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for 10 minutes. The wind deafens both you and other creatures in its area. It extinguishes unprotected flames in its area that are torch-sized or smaller and hedges out vapor, gas, and fog that can be dispersed by strong wind. The area is difficult terrain for creatures other than you, and the attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

\n

Crushing Hand of the Mountain

\n

As an action, you can choose a 5-foot-square unoccupied space on the ground that you can see within 30 feet. A Medium hand made from soil and stone, which lasts for 1 minute, rises in that space and reaches for one Large or smaller creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 kinetic damage and is restrained for the duration. As a bonus action on each of your turns, you can cause the hand to crush the restrained target, which must make a Strength saving throw. It takes 2d6 kinetic damage on a failed save or half as much damage on a successful one. To break out, the restrained creature can use its action to make a Strength check against your focus save DC. On a success, the target escapes and is no longer restrained by the hand. As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

\n

Hatchling's Flame

\n

As an action, you focus your energy into a torrent of fire that streaks away from you. A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

\n

Patient Bantha Listens

\n

You reach out to the ground beneath you. You can use your bonus action to gain tremorsense with a range of 30 feet and a burrow speed equal to your walking speed for up to 1 minute. Your movement leaves behind a tunnel that remains for as long as this ability is active, after which it collapses.

\n

Rush of the Shyrack

\n

As an action, you can spend 2 focus points to form a line of strong wind 60 feet long and 10 feet wide that blasts from you in a direction you choose for one minute or until you lose concentration or dismiss the effect (no action required). Each Large or smaller creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the effect ends, you can change the direction in which the line blasts from you.

\n

Shape the Raincloud

\n

You can use your action to pull water from air and return it to the atmosphere. In an open container, you can create up to 20 gallons of drinkable water. You may also produce a rain that falls within a 30-foot cube and extinguishes open-air flames. You can destroy the same amount of water in an open container, or destroy a 30-foot cube of fog.

\n

Swarming Ice Rabbit

\n

As an action, you can cause a flurry of ice crystals to erupt from a point you can see within 90 feet. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 3d6 cold damage and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.

\n

Elemental Master

\n

Kro Var Order: 11th and 17th level

\n

At 11th level, you gain one of the following features. You gain an additional option at 17th level.

\n

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

\n

While you have no remaining uses of this feature, you can instead expend 3 focus points to use it. When you do so, your maximum focus points are reduced by 3 until you complete a long rest.

\n

Earth Reaches for Sky

\n

Prerequisite: Crushing Hand of the Mountain or Patient Bantha Listens

\n

As an action, you can choose a point you can see on the ground within 120 feet. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 kinetic damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

\n

Ride the Wind

\n

Prerequisite: Curtain of Unyielding Wind or Rush of the Shyrack

\n

As an action, you can gain a flying speed equal to your movement speed for 10 minutes. You can hover while this technique is active, but when it ends, you fall if you are still aloft, unless you can stop the fall.

\n

River of Hungry Flame

\n

Prerequisite: Burning Ember Flourish or Hatchling's Flame

\n

As an action, you can create a wall of fire on a solid surface within 120 feet. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for 1 minute.

\n

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

\n

One side of the wall, chosen by you when you use this feature, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side of the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

\n

Shape the Flowing River

\n

Prerequisite: Shape the Raincloud or Swarming Ice Rabbit

\n

As an action, you can control any freestanding water within 300 feet of you inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you use this feature. As an action on your turn, you can repeat the same effect or choose a different one.

\n

  Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller creatures in the wave's path are carried with it to the other side. Any Huge or smaller creatures struck by the wave have a 25 percent chance of being knocked prone. The water level remains elevated until the feature ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

\n

  Part Water. You cause water in the area to move apart and create a trench. The trench extends across the feature's area, and the separated water forms a wall to either side. The trench remains until the feature ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

\n

  Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the feature's area, it resumes its flow based on the terrain conditions. The water continues co move in the direction you chose until the feature ends or you choose a different effect.

\n

  Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your feature save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 kinetic damage and is caught in the vortex until the feature ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 kinetic damage; this damage occurs each round it remains in the vortex.

\n

Elemental Paragon

\n

Kro Var Order: 17th level

\n

You gain one of the following features.

\n

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

\n

While you have no remaining uses of this feature, you can instead expend 4 focus points to use it. When you do so, your maximum focus points are reduced by 4 until you complete a long rest.

\n

Archetype of Air

\n

Prerequisite: Ride the Wind

\n

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

\n\n

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

\n

Figure of Flame

\n

Prerequisite: River of Hungry Flame

\n

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

\n\n

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

\n

Icon of Ice

\n

Prerequisite: Shape the Flowing River

\n

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

\n\n

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

\n

Embodiment of Earth

\n

Prerequisite: Earth Reaches for Sky

\n

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

\n\n

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

\n

Avatar

\n

Kro Var Order: 17th level

\n

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

\n"},"source":"EC","classCasterType":""},"flags":{"core":{"sourceId":"Item.O5AoHo3xLmzUywN0"},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Kro%20Var%20Order.webp","effects":[]} @@ -19,6 +20,7 @@ {"_id":"BEMJgPn6JKghk2zh","name":"Inquisitor Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Inquisitor Technique

\n

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

\n

Whispers of the Force

\n

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

\n

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

\n

Mark of the Inquisitor

\n

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

\n\n

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

\n

Sense Force

\n

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

\n

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

\n

Force Resistance

\n

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

\n\n

Inquisitor's Wrath

\n

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

\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster, Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Inquisitor%20Technique.webp","effects":[]} {"_id":"BtUr8K0noVfAE11J","name":"Path of Tenacity","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of Tenacity

\n

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

\n

Protector

\n

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

\n

Kinetic Ward

\n

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

\n

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

\n

Kinetic Bulwark

\n

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

\n

Indomitable

\n

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

\n

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

\n

Kinetic Bastion

\n

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

\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Tenacity.webp","effects":[]} {"_id":"CRRgJPKHIHD72CEt","name":"Totem Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Totem Specialist

\n

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

\n

Bonus Proficiencies

\n

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

\n

Totem Creation

\n

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

\n

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

\n

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

\n

Totem Options

\n

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

\n

Totem of the Acklay

\n

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

\n

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

\n

Totem of the Hawk

\n

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

\n

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

\n

Totem of the Loth-Wolf

\n

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

\n

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

\n

Totem of the Rancor

\n

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

\n

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

\n

Totem of the Sarlacc

\n

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

\n

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

\n

Totem of the Vornskr

\n

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

\n

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

\n

Totemic Might

\n

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

\n\n

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

\n

Guardian Spirit

\n

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

\n

Primal Avatar

\n

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

\n

Spirit Guide

\n

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

\n

Blessing of the Tree of Light

\n

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

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

Artillerist Technique

\n

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

\n

Bonus Proficiencies

\n

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

\n

Turret Companion

\n

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

\n

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

\n

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

\n\n

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

\n

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

\n

Mark of the Artillerist

\n

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

\n

Crisis Management

\n

Artillerist Technique: 7th level
While you can see your turret, it can add half its proficiency bonus (rounded up) to any saving throws it makes that doesn't already include it.

\n

Double Up

\n

Artillerist Technique: 11th level
When you deal damage to a creature with a weapon or tech power, your turret has advantage on the next attack roll it makes against the creature or it has disadvantage on the first saving throw it makes against an effect your turret controls before the start of your next turn. When your turret deals damage to a creature, you have advantage on your next attack roll against the creature or it has disadvantage on the first saving throw it makes against an effect you control before the start of your next turn.

\n

Battlefront

\n

Artillerist Technique: 15th level
When you use your Combat Tech feature, both you and your turret can each make one weapon attack as part of the same bonus action.

\n

Generating Your Turret

\n

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

\n

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

\n

Turret Features

\n

All turrets share the following traits.

\n

Hit Points

\n\n

Resistances and Vulnerabilities

\n\n

Features

\n\n

Turret Upgrades

\n

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

\n

Augmenting Barrier

\n

Prerequisite: 5th level

\n

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

\n

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

\n

Autoreload

\n

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

\n

Climbing Turret

\n

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

\n

Cloaking Barrier

\n

Prerequisite: 5th level

\n

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

\n

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

\n

Deployment Accelerator

\n

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

\n

Disguised Turret

\n

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

\n

Hovering Turret

\n

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

\n

Integrated Grenade Launcher

\n

You integrate a grenade launcher into your turret.

\n

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

\n

Integrated Projector

\n

You integrate a vapor projector into your turret.

\n

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

\n

Integrated Rocket Launcher

\n

You integrate a rocket launcher into your turret.

\n

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

\n

Longbow

\n

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

\n

Phalanx Barrier

\n

Prerequisite: 5th level

\n

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

\n

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

\n

Ram Attachment

\n

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

\n

Recurring Action

\n

Prerequisite: 9th level

\n

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

\n

Rejuvenating Barrier

\n

Prerequisite: 5th level

\n

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

\n

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

\n

Sentry

\n

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

\n

Size: Large

\n

Prerequisite: Size: Medium

\n

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

\n

Size: Medium

\n

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

\n

Suppressing Fire

\n

Prerequisite: 11th level

\n

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

\n

Turret Coverage

\n

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

"},"source":"EC","className":"Scout","classCasterType":"Techcaster","activation":{"cost":null,"type":""},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.weaponProf.custom","value":"artillerist's kit","mode":"+","targetSpecific":false,"id":1,"itemId":"sgoAH5OjfxsXf2fp","active":false,"_targets":[]}]},"core":{"sourceId":"Item.bDBMXElutvZ1HMPH"}},"img":"systems/sw5e/packs/Icons/Archetypes/Artillerist%20Technique-Companion.webp","effects":[],"_id":"CyE4olwanpCRQpUr"} {"_id":"ECxUMB1p8nu6WAGL","name":"Form III: Soresu","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form III: Soresu

\n

Form III, also known as Resilience Form, relies on tight bladework and subtle dodges to provide maximum defensive coverage, minimizing exposure to ranged weaponry. Those guardians who focus on Soresu Form use broad footwork to move around the playing field, making broad, short sweeping motions that protect the body.

\n

Bonus Proficiencies

\n

You gain proficiency in heavy armor.

\n

Form Basics

\n

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the @Compendium[sw5e.lightsaberform.pVYkXLQwn732LwKK]{Soresu Lightsaber Form}, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

\n

The Way of the Mynock

\n

Also at 3rd level, as a bonus action, you can enter a defensive stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, you can cast the @Compendium[sw5e.forcepowers.RfhP3KotZcqIBmC9]{Saber Ward Force power}. When you do so, you have a number of special reactions equal to your proficiency bonus that you can only use to cast the @Compendium[sw5e.forcepowers.CuAbwhIt3j2V30Ey]{Saber Reflect Force power}. You can only take one reaction per turn.

\n

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

\n

Channel the Force

\n

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

\n

Advancing Defender

\n

When you cast the @Compendium[sw5e.forcepowers.CuAbwhIt3j2V30Ey]{Saber Reflect Force power}, you can expend a use of your Channel the Force to move up to 10 feet as a part of that same reaction. This movement does not provoke opportunity attacks.

\n

Circle of Shelter

\n

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

\n

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

\n

Stand Against the Tide

\n

Beginning at 15th level, when a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

\n

Master of Resilience

\n

At 20th level, your presence on the field of battle is an inspiration to your allies. Your Constitution and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n\n

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

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Soresu%20Form.webp","effects":[]} {"_id":"EEBl6B5YPcztiGRm","name":"Slayer Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Slayer Technique

\n

Some scouts seek to learn the most about their foes and to capitalize on that knowledge. Follower of the Slayer Technique focus on identifying the strengths and weaknesses of their prey, taking advantage of that knowledge to vanquish their foes.

\n

Bonus Proficiencies

\n

You gain proficiency in heavy armor.

\n

Slayer's Pride

\n

When you choose this technique at 3rd level, you have advantage on saving throws against being frightened.

\n

Mark of the Slayer

\n

Also at 3rd level, you immediately learn if the target of your Ranger's Quarry feature has any damage immunities, resistances, or vulnerabilities and what they are. Additionally, the first time you hit the target of your Ranger's Quarry feature with a weapon attack each turn, it takes extra damage equal to your Ranger's Quarry Damage Die. The damage is of the same type as the weapon's damage.

\n

Supernatural Defense

\n

Beginning at 7th level, whenever the target of your Ranger's Quarry forces you to make a saving throw, or whenever you make an ability check to escape that targets grapple, you can use your reaction and roll your Ranger's Quarry Damage Die, adding it to the roll.

\n

Nemesis

\n

Starting at 11th level, when you score a critical hit or reduce a creature to 0 hit points on your turn, you can use your bonus action to force one creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw against your tech save DC. On a failed save, a creature becomes frightened of you for 1 minute. At the end of each of the creature's turns it repeats this saving throw, ending the effect on a success.

\n

Slayer's Counter

\n

At 15th level, if the target of your Ranger's Quarry feature forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If your attack hits, you automatically succeed on the saving throw, in addition to the attack's normal effects.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Slayer%20Technique.webp","effects":[]} {"_id":"EOnRnPaACPP1vRTQ","name":"Mastermind Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Mastermind Technique

\n

Preparation, preparation, preparation. Some scouts are serious students of battle and any creatures they might encounter. Followers of the Mastermind Technique focus on being prepared for any eventuality, and using their breadth of knowledge to gain insights into their enemies.

\n

Instinctive Combatant

\n

When you choose this technique at 3rd level, you have learned to use your wits to help you survive. While you are wearing light or medium armor, you can use your Intelligence modifier instead of your Dexterity modifier when determining your AC.

\n

Mark of the Meticulous

\n

Also at 3rd level, you can use Intelligence instead of Dexterity for the attack and damage rolls made with weapons with the finesse property or blaster weapons against the target of your Ranger's Quarry.

\n

Additionally, once per round, when you hit the target of your Ranger's Quarry with a tech attack, or it fails a saving throw against a tech power you cast that deals damage, you can deal additional damage equal to your Ranger's Quarry damage die of the same type as the tech power's damage.

\n

Adaptive Techie

\n

Beginning at 7th level, when you complete a long rest, you can choose up to a number of tech powers you know equal to half your Intelligence modifier (rounded down) and replace them with another tech power, as long as that power is not of a higher level than your Max Power Level.

\n

Emergency Planning

\n

Starting at 11th level, you've learned to formulate and execute a plan. As an action, you can choose up to six creatures (including yourself) that you can see within 60 feet of you. For each creature, choose one of the following: ability check, attack roll, or saving throw. Each creature gains an Emergency Planning die, which is a d8.

\n

Once within the next 10 minutes, each creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw, as determined when you use this feature. The creature can wait until after it rolls the d20 before deciding to use the Emergency Planning die, but must decide before the GM says whether the roll succeeds or fails. Once the Emergency Planning die is rolled, it is lost.

\n

A creature can have only one Emergency Planning die at a time.

\n

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

\n

Your Emergency Planning die changes when you reach certain levels in this class. to 1d10 at 13th level, and to 1d12 at 17th level.

\n

Exploit Weakness

\n

At 15th level, your training has taught you to find and exploit weaknesses in your prey. As a bonus action, you can impose disadvantage on the next saving throw the target of your Ranger's Quarry makes against an effect you control before the end of your next turn. Once you've done so, you must complete a short or long rest before you can do so again.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Mastermind%20Technique.webp","effects":[]} @@ -42,7 +44,7 @@ {"_id":"PI1B9vYofzCXU9so","name":"Doctor Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Doctor Pursuit

\n

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

\n

Medical Practitioner

\n

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

\n

Remote Healer

\n

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

\n

Additional Maneuvers

\n

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

\n

Adrenaline Hit

\n

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

\n

Emergency Prescription

\n

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

\n

Enhancement Injection

\n

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

\n

Neuroblock

\n

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

\n

Reassure

\n

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

\n

Remove Toxins

\n

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

\n

Smelling Salts

\n

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

\n

Transfusion

\n

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

\n

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

\n

Weak Point Strike

\n

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

\n

Field Surgeon

\n

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

\n

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

\n

Resuscitate

\n

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

\n

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

\n

Panacea

\n

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

\n

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

\n

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

\n

Discoveries (Doctor)

\n

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

\n

Advanced Remote Healer

\n

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

\n

Experimental Treatments

\n

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

\n

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

\n

From the Brink

\n

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

\n

Health Advisor

\n

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

\n

Patient Protector

\n

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

\n

Surgical Precision

\n

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

\n

Tend the Wounded

\n

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

\n

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

\n

    Side Effects

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d20Side Effects
1The creature turns out to be allergic to this specific treatment. Every ability score is reduced by 1.
2The creature starts sneezing uncontrollably. Any attack rolls with a die roll value of 19 results in a miss due to a poorly timed sneeze.
3The creature's legs become swollen. Their move speed becomes at most half their normal movement speed.
4The creature becomes one size larger or smaller.
5The skin at their joints turns into a wooden material, giving them a bonus of +2 to AC.
6The creature's body starts producing powerful stomach acid in high amounts. The creature can use an action to spew stomach acid in a 15 feet cone. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 acid damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
7The creature becomes mute and has uncontrollable gas. They have disadvantage on Dexterity (Stealth) checks that rely on smell.
8The creature's eyes glows bright red. The creature also gains darkvision, but if they already have darkvision they get a light headache instead.
9The creature gains +4 to perception checks based on hearing, but everything seems uncomfortably loud to them. They gain vulnerability to sonic damage.
10The treatment slows down their brain function, reducing their Intelligence by 4.
11The creature's skin turns dark purple. If they are already purple, they turn bright pink instead.
12The creature becomes covered in sickly, green pustules. When the creature is hit by a melee attack, the attacker takes 1d4 poison damage.
13The creature's skin starts to seriously bloat up from internal pressure build-up, and a strong impact may cause it to explode. Whenever the creature takes damage, the creature has to pass a concentration check or the creature takes kinetic damage equal to half their maximum hit points. Other creatures within 10 feet of the explosion also take a fourth of the damage. Once this explosion occurs, their skin becomes very soft.
14The creature rapidly grows body hair all over, including the face, until they resemble a wookiee. If they are already a wookiee, the reverse effect occurs; all hair immediately falls off, leaving the skin bare.
15The creature's body temperature fluctuates to extremes. They gain resistance to cold and fire damage.
16The creature becomes ravenous. Every hour they haven't eaten a meal they gain a level of exhaustion.
17The creature believes they are the chosen one.
18The creature has a difficult time resting. The amount they heal from Hit Dice is now halved.
19The creature's movement speed is increased by 15 feet, and opportunity attacks on them have disadvantage.
20The creature gains 10d10 hit points, and they feel happy and carefree.
\n
"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Doctor%20Pursuit.webp","effects":[]} {"_id":"PoyYtrej7B5BZRRG","name":"Jal Shey Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Jal Shey Order

\n

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

\n

Mystical Erudition

\n

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

\n

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

\n\n

Extort Truth

\n

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

\n

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

\n

Preternatural Counter

\n

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

\n

Mercurial Mind

\n

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

\n

Debilitating Barrage

\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Jal%20Shey%20Order.webp","effects":[]} {"_id":"QRwypM2cIYxW0NVN","name":"Juggernaut Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Juggernaut Approach

\n

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

\n

Armored Brute

\n

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

\n

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

\n

Unstoppable Force

\n

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

\n

Raging Bulwark

\n

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

\n

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

\n

Overwhelming Cleave

\n

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

\n

Relentless Assault

\n

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

\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Juggernaut%20Approach.webp","effects":[]} -{"_id":"RXtfOnqqi9U7e1PU","name":"Artillerist Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"description":{"value":"

Artillerist Technique

\n

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

\n

Modular Munitions

\n

Artillerist Technique: 3rd level

\n

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

\n

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

\n\n

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

\n

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

\n

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

\n

Mark of the Artillerist

\n

Artillerist Technique: 3rd and 11th level

\n

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

\n

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

\n

Sundered Defenses

\n

Artillerist Technique: 7th level

\n

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

\n

Target Masking

\n

Artillerist Technique: 11th level

\n

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

\n

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

\n

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

\n

Master of Ordnance

\n

Artillerist Technique: 15th level

\n

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

\n\n

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

"},"source":"EC","className":"Scout","classCasterType":""},"flags":{"core":{"sourceId":"Item.n9x6zVoEpsh63YRG"}},"img":"systems/sw5e/packs/Icons/Archetypes/Artillerist%20Technique.webp","effects":[]} +{"_id":"RXtfOnqqi9U7e1PU","name":"Artillerist Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"description":{"value":"

Artillerist Technique

\n

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

\n

Modular Munitions

\n

Artillerist Technique: 3rd level

\n

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

\n

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

\n\n

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

\n

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

\n

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

\n

Mark of the Artillerist

\n

Artillerist Technique: 3rd and 11th level

\n

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

\n

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

\n

Sundered Defenses

\n

Artillerist Technique: 7th level

\n

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

\n

Target Masking

\n

Artillerist Technique: 11th level

\n

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

\n

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

\n

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

\n

Master of Ordnance

\n

Artillerist Technique: 15th level

\n

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

\n\n

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

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

Scrapper Practice

\n

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

\n

Back Blast

\n

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

\n

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

\n

Upper Hand

\n

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

\n

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

\n

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

\n

Brutal Hit

\n

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

\n

Low Blow

\n

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

\n

Shank Shot

\n

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

\n

Sleight of Foot

\n

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

\n

Hostile Negotiations

\n

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

\n

Double Tap

\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Scrapper%20Practice.webp","effects":[]} {"_id":"SKluJRGJzsX03qlx","name":"Tactical Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Tactical Specialist

\n

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

\n

Improved Combat Superiority

\n

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

\n

Additional Maneuvers

\n

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

\n

Additional Superiority Dice

\n

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

\n

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

\n

Student of War

\n

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

\n

Know Your Enemy

\n

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

\n\n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Tactical Specialist Combat Superiority
LevelSuperiority DiceManeuvers Known  
3rd44  
4th44  
5th44  
6th44  
7th66  
8th66  
9th66  
10th66  
11th88  
12th88  
13th88  
14th88  
15th1010  
16th1010  
17th1010  
18th1010  
19th1010  
20th1010  
\n
\n
\n

Signature Maneuver

\n

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

\n

Relentless

\n

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

\n

Greater Signature Maneuver

\n

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

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Tactical%20Specialist.webp","effects":[]} {"_id":"SsvsNMkJX1wW2rs6","name":"Gadgeteer Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Gadgeteer Engineering

\n

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

\n

Bonus Proficiencies

\n

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

\n

Gadgeteer Harness

\n

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

\n

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

\n

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

\n

Projected Barrier

\n

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

\n

Environmental Barrier

\n

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

\n

Physical Barrier

\n

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

\n

Versatile Direction

\n

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

\n

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

\n

Reinforced Barriers

\n

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

\n

Adaptive Barrier

\n

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

\n

Gadgeteer Contraptions

\n

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

\n

Advanced Grounding System

\n

Prerequisite: 13th level

\n

Prerequisite: Prototype Grounding System

\n

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

\n

Auto-Injection Regenerator

\n

Prerequisite: 5th level

\n

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

\n

Autothrusters

\n

Prerequisite: Jet Pack

\n

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

\n

Climbing Gloves

\n

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

\n

Darkvision Goggles

\n

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

\n

Extended Tank

\n

Prerequisite: 5th level

\n

Prerequisite: Jet Pack

\n

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

\n

Flame Vents

\n

Prerequisite: 9th level

\n

Prerequisite: Jet Pack

\n

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

\n

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

\n

Grounding System

\n

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

\n

Integrated Inhibitor

\n

Prerequisite: 5th level

\n

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

\n

Integrated Targeter

\n

Prerequisite: 5th level

\n

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

\n

Intelligence Core Override

\n

Prerequisite: 9th level

\n

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

\n

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

\n

Jet Pack

\n

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

\n

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

\n

Mechanical Arm

\n

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

\n

You can choose this modification twice.

\n

Mimicker

\n

Prerequisite: 9th level

\n

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

\n

Miniaturized Hydraulics

\n

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

\n

Oil Spill

\n

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

\n

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

\n

Powered Grappling Hook

\n

Prerequisite: 9th level

\n

Prerequisite: Wrist-Mounted Grappling Hook

\n

While your wrist-mounted grappling hook is deployed, when you cast a tech power with a range of touch, your hook can deliver the power as if it had cast it.

\n

Prototype Grounding System

\n

Prerequisite: 9th level

\n

Prerequisite: Grounding System

\n

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

\n

Prototype Thruster

\n

Prerequisite: 9th level

\n

Prerequisite: Jet Pack

\n

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

\n

Quick Start Engine

\n

Prerequisite: 5th level

\n

Prerequisite: Jet Pack

\n

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

\n

Recycled Adrenals

\n

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

\n

Recycled Explosives

\n

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

\n

Recycled Stimpacs

\n

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

\n

Sentry Turret

\n

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

\n

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

\n

Shocking Hook

\n

Prerequisite: 9th level

\n

Prerequisite: Wrist-Mounted Grappling Hook

\n

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

\n

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

\n

Stealth Field Generator

\n

Prerequisite: 9th level

\n

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

\n

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

\n

Shocking Barrier

\n

Prerequisite: 5th level

\n

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

\n

Truesight Goggles

\n

Prerequisite: 11th level

\n

Prerequisite: Darkvision Goggles

\n

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

\n

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

\n

Weapon Integration

\n

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

\n

Wrist-Mounted Grappling Hook

\n

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

\n

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

\n

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

\n

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

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Gadgeteer%20Engineering.webp","effects":[]} @@ -50,7 +52,7 @@ {"_id":"UZCwqqLLp7IBjqku","name":"Politician Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Politician Pursuit

\n

Politicians study social & political sciences. Those scholars who choose the Politician Pursuit know how to best present themselves to manipulate the masses into doing their bidding or allow them and their allies to carry out their business without impediment. They also understand the importance of self-preservation for a political figure.

\n

Silver Tongue

\n

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

\n

Motivating Diplomat

\n

Also at 3rd level, when you are the target of your Critical Analysis feature, you and all allies within 10 feet of you gain a bonus to their AC equal to half your Intelligence modifier (rounded down).

\n

Additional Maneuvers

\n

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

\n

Call to Arms

\n

If you are surprised at the start of combat and aren't incapacitated, you can expend one superiority die to act normally. Additionally, on your first turn in combat, as a bonus action you can make a call to arms. When you do so, a number of creatures equal to the amount rolled on the superiority die that you choose within 30 feet who can see or hear you may act normally on their first turn.

\n

Call the Guards

\n

When a creature makes an attack roll against you, you can use your reaction and expend a superiority die and command a willing ally within 5 feet of that creature to use their reaction to intercede. The creature is then forced to make an attack on the ally instead. If the attack misses, the ally can immediately make a weapon attack against that creature as a part of that same reaction. Roll the superiority die, and add the result to the ally's attack roll.

\n

Charge

\n

As a bonus action on your turn, you can expend one superiority die to spurn your allies to move. Until the start of your next turn, creatures you choose within 10 feet of you who can see or hear you can move an additional distance equal to 5 times the superiority die rolled on their turn and ignore unenhanced difficult terrain.

\n

Encouraging Speech

\n

You can expend a superiority die to give an encouraging speech, spending the next minute rallying your allies. You grant a number of creature up to your Intelligence modifier temporary hit points equal to the amount rolled on the superiority die + your Intelligence modifier.

\n

Incite

\n

On your turn, you can use an action and expend one superiority die to bolster the resolve of one of an ally. When you do so, choose an ally who can see or hear you within 30 feet of you. The ally can add your Intelligence modifier to every damage roll they make until the start of your next turn.

\n

Overwhelming Presence

\n

As an action, you can make a Charisma (Persuasion) or Charisma (Intimidation) skill check and expend one superiority die to attempt to charm or frighten a humanoid creature who can see or hear you within 60 feet. Add the superiority die to the roll. The target makes a contested Wisdom (Insight) check. If your check succeeds, the target is charmed by you if you used Persuasion, or frightened of you if you used Intimidation, until the end of your next turn.

\n

Self-Preservation

\n

As a reaction when you make a saving throw against an effect you can see, you can expend a superiority die and add the result. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are det-ermined.

\n

Steady the Nerves

\n

As an action, you can expend one superiority die to strengthen your allies' defences. Roll a superiority die. Until the end of your next turn, you and all allies within 5 feet of you when you use this action has a bonus to any saving throws they make equal to amount rolled.

\n

Tyrannical Strike

\n

When you hit a creature with a weapon attack, you can expend one superiority die and use your reaction to issue a one-word command to a creature who can see or hear you. You add the superiority die to the attack's damage roll, and the target must succeed on a Wisdom saving throw. On a failed save, the target must follow the command on its next turn.

\n

The target automatically succeeds if it is immuned to charm, it doesn't understand your language, or if your command is directly harmful to it.

\n

Force of Personality

\n

Beginning at 6th level, as an action, you suggest a course of activity (limited to a sentence or two) to influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the effect.

\n

The target must make a Wisdom saving throw against your maneuver save DC. On a failed save, the target is charmed by you, and it pursues the course of action you described to the best of its ability. The suggested course of action can continue for up to 24 hours. If the suggested activity can be completed in a shorter time, the effect ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that an officer givers her gun to the first smuggler she meets. If the condition isn't met before the effect ends, the activity isn't performed.

\n

If you or any of your companions damage the target, the effect ends.

\n

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

\n

Reassemble

\n

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

\n

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

\n

Beguiling Presence

\n

Once you've reach 17th level, humanoids within 60 feet are particularly susceptible to your presence. Humanoids within range have disadvantage on saving throws against any charm or fear effects from you.

\n

Discoveries (Politician)

\n

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

\n

Charming Feint

\n

Allies within range of your Motivating Diplomat feature also gain a bonus to their damage roll equal to half your Intelligence modifier (rounded down).

\n

Demanding Leader

\n

Prerequisite: 5th level

\n

The range of each of your maneuvers increases by 10 feet. If the range is touch, it becomes 10 feet.

\n

Dominating Presence

\n

Prerequisite: 15th level

\n

As a bonus action, you can call out to a humanoid who can understand you that is charmed by you or frightened of you to direct their next action. The target must succeed a Wisdom saving throw against your maneuver save DC. On a failed save, until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do.

\n

During this time you can use your reaction to force the creature to use its reaction.

\n

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

\n

Influencer

\n

Prerequisite: 5th level

\n

The range on the your Motivating Diplomat feature is increased to 15 feet.

\n

Reliable Words

\n

Prerequisite: 9th level

\n

When you make a Deception, Intimidation, or Persuasion skill check, you may treat any roll 9 or lower as if you had rolled a 10.

\n

Social Opportunist

\n

You can add half your proficiency bonus (rounded down) to any Charisma check you make that doesn't already include your proficiency bonus.

\n

Tyrant's Ferocity

\n

You have advantage on any attack against a creature that is charmed by you or frightened of you.

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

Audiotech Engineering

\n

Those engineers who choose the Audiotech Engineering focus on using a specially modified instrument to use music to assist their allies and disrupt their enemies.

\n

Bonus Proficiencies

\n

When you choose this discipline at 3rd level, you gain proficiency in three musical instruments of your choice, as well as the Performance skill. Additionally, you can use Intelligence instead of Charisma when you make a Performance check while wielding your modified instrument.

\n

Modified Instrument

\n

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

\n

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

\n

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

\n

Potent Amplitude

\n

Lastly at 3rd level, as an action while wielding your modified instrument, you can begin performing an enhanced song, which lasts for 1 minute. While playing a song, you gain access to a new use for your Potent Aptitude, as determined by the song, listed below. You can end your song at any time, no action required.

\n

Whenever you take damage while playing your song, you must make a Constitution saving throw to continue playing. The DC equals 10 or half the damage you take, which number is higher. If you take damage from multiple sources, you must make a separate saving throw for each source of damage.

\n

When you cast a damage dealing tech power while playing your song that requires an attack roll or saving throw, you can cause that power to instead deal sonic damage. If you do so, instead of an attack roll or saving throw, the power instead requires a Constitution saving throw.

\n

Your song ends early if you are incapacitated or die, or if you are no longer holding your modified instrument.

\n

You can initiate playing an enhanced song twice. You regain all expended songs when you finish a short or long rest.

\n

Song of Battle

\n

When an ally within 60 feet of you that can hear you deals damage to a creature, you can use your reaction to expend one use of your Potent Aptitude, adding the result of the die to the damage dealt.

\n

Song of Support

\n

When an ally within 60 feet of you that can hear you makes a saving throw against a harmful effect, you can use your reaction to expend one use of your Potent Aptitude, adding the result of the die to their saving throw.

\n

Song of Disruption

\n

When an enemy within 60 feet of you that can hear you makes a saving throw, you can use your reaction to expend one use of your Potent Aptitude, subtracting the result of the die from their saving throw.

\n

Concussive Blast

\n

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

\n

Smooth Rhythm

\n

At 14th level, whenever you use your Potent Aptitude while your playing an enhanced song, you can roll a d6 and use it instead of expending a Potent Aptitude Dice.

\n

Legendary Coda

\n

Starting at 18th level, you've gained mastery over your modified instrument. As an action, you can end your enhanced song in a triumphant blast of power with an effect determined by the song you are playing.

\n

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

\n

Battle Crescendo

\n

Choose up to 10 creatures of your choice that you can see and that can hear your song. Each must make a Constitution saving throw. On a failed save, a target takes 14d6 sonic damage and is stunned. On a success, it takes half damage and isn't stunned. If a creature is killed by this power, its head explodes.

\n

Support Crescendo

\n

Choose up to 10 creatures of your choice that you can see and that can hear your song. Once in the next minute, each creature can, as a free action in response to taking damage, choose to halve that damage. Additionally, if the damage would reduce them to 0 hit points, they are instead reduced to 1.

\n

Disruption Crescendo

\n

Choose up to 10 creatures of your choice that you can see and that can hear your song. Each creature must succeed on a Constitution saving throw or be paralyzed for 1d4+1 turns. If a creature affected by this feature is damaged in any way, the effect ends for that creature.

\n

Audiotech Modifications

\n

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

\n

Advanced Battle Enhancement

\n

Prerequisite: 15th level
Prerequisite: Prototype Battle Enhancement
While playing your Song of Battle, your tech powers and class features ignore resistance to sonic damage, and immunity to sonic damage is instead treated as resistance from any creature within range of your song that can hear you.

\n

Additionally, when you use your Battle Song Enhancement feature, you create a fourth burst.

\n

Advanced Disruption Enhancement

\n

Prerequisite: 15th level
Prerequisite: Prototype Disruption Enhancement
While playing your Song of Disruption, any hostile creature within range of your song that can hear you must make a Constitution saving throw at the end of each of its turns to maintain concentration on the power.

\n

Advanced Support Enhancement

\n

Prerequisite: 15th level
Prerequisite: Prototype Support Enhancement
While playing your Song of Support, allies add your Intelligence modifier to their death saving throws (minimum of +1). If this amount would increase the roll of the d20 to 20 or greater, the creature regains 1 hit point.

\n

Battle Song Enhancement

\n

Prerequisite: 5th level
While playing your Song of Battle, as an action, you can send forth busts of directed sonic energy, make two ranged power attacks. These attacks can target the same creature different ones. Make separate attack rolls for each burst. The attack has a range equal to the radius of your song, and deals 1d8 sonic damage on a hit.

\n

Disruption Song Enhancement

\n

Prerequisite: 5th level
While playing your Song of Disruption, as an action, you can choose a number of creatures concentrating on a power equal to your Intelligence modifier (a minimum of one) within range of your song that can hear you, and force them to make a Concentration saving throw. If you cause at least one creature to lose concentration on a power using this feature, you can use your reaction to make all creatures that lost concentration take damage equal to your Intelligence modifier.

\n

Enthralling Performance

\n

Prerequisite: 13th level
Prerequisite: Hypnotic Melody
For the duration of an enhanced song you play, whenever any creature that can hear your song tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your powers or features on your next turn.

\n

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

\n

Finding My Way

\n

Prerequisite: Rush
While you are playing an enhanced song, when a creature makes a melee attack roll against you, you can use your reaction to move 5 feet without provoking opportunity attacks, imposing disadvantage on the roll.

\n

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

\n

Hypnotic Melody

\n

As an action while wielding your modified instrument, you can begin to play a song woven with subtle hypnotic influence. Choose a number of creature up to your Intelligence modifier. If those creatures listen to this song for a full minute, they must succeed on a Wisdom saving throw or become charmed by you for 1 minute. Creatures that succeed the saving throw are not aware that you attempted to influence them, nor are creatures that failed their saving throw once the power ends.

\n

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

\n

Inaudible Casting

\n

Prerequisite: 7th level
Prerequisite: Simple Melodies
When you cast a tech power or make use of a feature that requires playing your modified instrument, you can choose to do so quietly. Creatures have disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sound to determine you cast a tech power.

\n

Long Range Noise

\n

Prerequisite: 13th level
The radius of your songs increases to 120 feet. Additionally, any tech power you cast with your modified instrument that deals sonic damage and has a range of 10 feet or greater gains a range of 120 feet.

\n

Magnifying Device

\n

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

\n

Overwhelming Soundwaves

\n

Prerequisite: 15th level
While playing, creatures of your choice treat a 15-foot-radius sphere around you as difficult terrain. Additionally, as an action, you can cause each affected creature to make a Constitution saving throw, taking 3d8 sonic damage on a failed save.

\n

Prototype Battle Enhancement

\n

Prerequisite: 9th level
Prerequisite: Battle Song Enhancement
While playing your Song of Battle, when you cast a tech power or use a class feature that affects other creatures within the radius of your song, you can choose a number of them equal to 1 + the power's level. The chosen creatures automatically succeed on their saving throws against the power, and they take no damage if they would normally take half damage on a successful save.

\n

Additionally, when you use your Battle Song Enhancement feature, you create a third burst.

\n

Prototype Disruption Enhancement

\n

Prerequisite: 9th level
Prerequisite: Disruption Song Enhancement
While playing your Song of Disruption, when a creature you can see that can hear you attempts to cast a power, you can use your reaction to cast the @Compendium[sw5e.techpowers.9Vg5TEwWdVh3NVym]{Tech Override} power at 3rd level. When you cast this power using this feature, the power works against both tech and force powers, and when you make the techcasting ability check as a part of this casting, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.

\n

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

\n

Prototype Support Enhancement

\n

Prerequisite: 9th level
Prerequisite: Support Song Enhancement
While playing your Song of Support, when you use your Song of Support's Potent Amplitude feature, the target instead takes no damage if they succeed on the saving throw, and only half damage if they fail.

\n

Restful Melody

\n

Over the course of a short rest, you can play a rejuvenating song to assist in the recovery of your allies. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

\n

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d 10 at 13th level, and to 1d12 at 17th level.

\n

Rush

\n

While you are playing an enhanced song, your speed increases by 10 feet, and opportunity attacks made against you have disadvantage.

\n

Sharp Noise

\n

As an action while wielding your modified instrument, choose a creature you can see. If it can hear you, it must succeed on a Constitution saving throw or take 1d4 sonic damage and have disadvantage on its next attack roll before the end of its next turn.

\n

This feature's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

\n

Shock Mount

\n

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

\n

Simple Melodies

\n

When you are holding your modified instrument, and not actively playing a song, any tech power that you could cast that could have its damage type altered by your Potent Amplitude feature can be cast as if used with Potent Amplitude.

\n

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

\n

Sonar Pulse

\n

As an action while wielding your modified instrument, you can release a wave of sound that provides feedback on your surroundings. For the next minute, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to search for hidden doors, traps, or invisible creatures.

\n

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

\n

Song Flow

\n

Prerequisite: 11th level
While playing an enhanced song, you can use your bonus action to change from one song to another.

\n

Support Song Enhancement

\n

Prerequisite: 5th level
While playing your Song of Support, when you cast a tech power that restores hit points or grants temporary hit points, the amount restored or granted is increased by an amount equal to your Intelligence modifier (minimum of +1).

\n

Weapon Integration

\n

You can integrate a single weapon that weighs no more than 8 lb. into your instrument. While integrated, that weapon gains the hidden property.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.toolProf.value","value":"music","mode":"+","targetSpecific":false,"id":2,"itemId":"UsIUJiNPmFWbEgjK","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.traits.toolProf.value","value":"music","mode":"+","targetSpecific":false,"id":3,"itemId":"UsIUJiNPmFWbEgjK","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.traits.toolProf.value","value":"music","mode":"+","targetSpecific":false,"id":4,"itemId":"UsIUJiNPmFWbEgjK","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.traits.toolProf.value","value":"aud","mode":"+","targetSpecific":false,"id":5,"itemId":"UsIUJiNPmFWbEgjK","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Archetypes/Audiotech%20Engineering.webp","effects":[]} {"_id":"V4vCxmTwJFxi0HGM","name":"Demolitions Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Demolitions Specialist

\n

Those fighters who choose to become Demolitions Specialists are experts in using explosives in combat. They have an explosive for every situation, whether it be breaching a fortified bunker, taking down a walker, or simply demonstrating that in combat, standing too close to your squadmates can be fatal.

\n

Bonus Proficiencies

\n

When you choose this specialty at 3rd level, you gain proficiency in demolitions kit. Additionally, when you would install a breaching charge, you can do so in half the time.

\n

Explosive Charge

\n

Also at 3rd level, you learn to create a number of small explosives known as charges. Over the course of a short or long rest, you can create a number of charges equal to your Intelligence modifier. You must have a demolitions kit in order to create these charges. Your charges can only be used by you, and they lose their potency at the end of your next short or long rest.

\n

Once per turn, when you would make a ranged weapon attack, you can instead throw one of your charges. Your charges have a range equal to 30 feet + your Strength modifier x 5. You can throw a charge at a point you can see within range. Each creat-ure within 5 feet must make a Dexterity sav-ing throw (DC = 8 + your proficiency bonus + your Intelligence modifier + any bonuses to ranged weapon attack rolls). A creature takes 2d4 + your Intelligence modifier kin-etic damage on a failed save, or half as much on a successful one.

\n

The damage of your charges increases to 3d4 at 7th level and 4d4 at 15th level.

\n

Cause and Effect

\n

Beginning at 7th level, you learn to throw grenades as a bonus action. Additionally, when a creature fails a saving throw against a charge or grenade, you can expend a superiority die to apply one of your maneuvers. You can only use this feature once per grenade.

\n

Volatile Reflexes

\n

At 10th level, when a creature within 5 feet of you makes a melee attack against you, you can use your reaction and throw a charge behind the target. If the target fails its saving throw against the charge, you impose disadvantage on the attack roll made against you.

\n

Backup Plans

\n

Starting at 15th level, when you roll initiative and have no charges remaining, you can create 2 charges. Additionally, whenever you create a charge, you can change the damage type to acid, energy, fire, ion, lightning, or sonic.

\n

Bombard

\n

At 18th level, when a creature fails its saving throw against a charge or grenade thrown by you, it has disadvantage on the next Dexterity saving throw it makes before the end of your next turn.

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

Path of Witchcraft

\n

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

\n

Wild Power

\n

Starting when you choose this calling at 3rd level, you learn the @Compendium[sw5e.forcepowers.L8CJ1QEXfKztMyCX]{Enfeeble} force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use all three Force-Empowered Self options when you cast it as your action and the target fails its save. Finally, you add your Wisdom or Charisma modifier (your choice, minimum of one) to damage rolls with it.

\n

Beast Companion

\n

Also at 3rd level, you learn to create a powerful bond through the Force with your own personal beast companion.

\n

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

\n

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

\n

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

\n\n

Additionally, while your beast companion is within 5 feet of you, you gain the following benefits:

\n\n

This radius increases to 10 feet at 7th level, 20 feet at 13th level, and 30 feet at 18th level.

\n

Nature's Vigor

\n

At 7th level, you've learned to attune your senses with nature. If you spend at least 1 minute meditating while in nature, you gain the following benefits for 1 hour:

\n\n

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

\n

Beastwarden

\n

By 13th level, your bond with your beast companion strengthens, granting the following benefits while your beast companion is within 20 feet of you:

\n\n

This radius increases to 30 feet at 18th level.

\n

Stormcaller

\n

At 18th level, you've learned to command the elements to summon a fierce storm in a 30-foot radius around you. As an action, you can gain the following benefits for 1 minute:

\n\n

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

\n

Generating Your Beast

\n

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

\n

Once you've selected your type of beast, you assign your beast companion's ability scores. Your beast's Intelligence score is 6, and you assign its other ability scores using a limited standard array (16, 14, 14, 12, 10) as you see fit.

\n

Beast Features

\n

All beasts share the following traits.

\n

Hit Points

\n\n

Proficiencies

\n\n

Features

\n\n

Bestial Traits

\n

The traits are presented in alphabetical order.

\n

Aerial

\n

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

\n

Amphibious

\n

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

\n

Burrower

\n

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

\n

Charger

\n

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

\n

Climber

\n

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

\n

Darkvision

\n

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

\n

Evasive

\n

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

\n

Force Adept

\n

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

\n

Force Resistance

\n

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

\n

Force-Sensitive

\n

Your beast learns one at-will force power and one 1st-level force power, which it can cast at its lowest level once per long rest. Your beast's forcecasting ability is Wisdom or Charisma (depending on power alignment). At-will powers chosen in this way do not scale with higher levels.

\n

Grappler

\n

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

\n

Heavy Hide

\n

Your beast companion's armor class becomes 14.

\n

Keen Hearing

\n

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

\n

Keen Sight

\n

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

\n

Keen Smell

\n

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

\n

Light Hide

\n

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

\n

Medium Hide

\n

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

\n

Natural Camouflage

\n

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

\n

Nimble Weapon

\n

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

\n

Pack Tactics

\n

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

\n

Pouncer

\n

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

\n

Powerful Build

\n

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

\n

Rampager

\n

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

\n

Ranged Weapon

\n

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

\n

Reach Weapon

\n

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

\n

Size: Huge

\n

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

\n

Size: Large

\n

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

\n

Size: Medium

\n

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

\n

Size: Small

\n

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

\n

Sturdy-Legged

\n

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

\n

Swift

\n

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

\n

Tremorsense

\n

Your beast companion gains tremorsense out to 30 feet.

\n

Venomous Weapon

\n

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

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

Path of Witchcraft

\n

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

\n

Bonus Proficiencies

\n

Path of Withcraft: 3rd level
You gain proficiency in Animal Handling.

\n

Wild Power

\n

Path of Withcraft: 3rd level
You learn the @Compendium[sw5e.forcepowers.L8CJ1QEXfKztMyCX]{Enfeeble} force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use all three Force-Empowered Self options when you cast it as your action and the target fails its save. Finally, you add your Wisdom or Charisma modifier (your choice, minimum of one) to damage rolls with it.

\n

Beast Companion

\n

Path of Withcraft: 3rd, 11th, and 17th level
You learn to create a powerful bond through the Force with your own beast companion.

\n

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

\n

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

\n\n

Lastly, while bonded and within 10 feet of you, your beast companion gains the following benefits:

\n\n

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

\n

Nature’s Vigor

\n

Path of Withcraft: 7th level
You’ve learned to attune your senses with nature. If you spend at least 1 minute meditating while in nature, you gain the following benefits for 1 hour:

\n\n

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

\n

Beastwarden

\n

Path of Withcraft: 13th and 17th level
Your bond with your beast companion strengthens, granting the following benefits while your beast companion is within 30 feet of you:

\n\n

This radius increases to 60 feet at 17th level.

\n

Stormcaller

\n

Path of Withcraft: 18th level
You’ve learned to command the elements to summon a fierce storm in a 30-foot radius around you. As an action, you can gain the following benefits for 1 minute:

\n\n

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

\n

Generating Your Beast

\n

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

\n

Once you've selected your type of beast, you assign your beast companion's ability scores. Your beast's Intelligence score is 6, and you assign its other ability scores using a limited standard array (16, 14, 14, 12, 10) as you see fit.

\n

Beast Features

\n

All beasts share the following traits.

\n

Hit Points

\n\n

Proficiencies

\n\n

Features

\n\n

Bestial Traits

\n

The traits are presented in alphabetical order.

\n

Aerial

\n

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

\n

Amphibious

\n

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

\n

Burrower

\n

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

\n

Charger

\n

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

\n

Climber

\n

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

\n

Darkvision

\n

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

\n

Evasive

\n

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

\n

Force Adept

\n

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

\n

Force Resistance

\n

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

\n

Force-Sensitive

\n

Your beast learns one at-will force power and one 1st-level force power, which it can cast at its lowest level once per long rest. Your beast's forcecasting ability is Wisdom or Charisma (depending on power alignment). At-will powers chosen in this way do not scale with higher levels.

\n

Grappler

\n

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

\n

Heavy Hide

\n

Your beast companion's armor class becomes 14.

\n

Keen Hearing

\n

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

\n

Keen Sight

\n

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

\n

Keen Smell

\n

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

\n

Light Hide

\n

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

\n

Medium Hide

\n

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

\n

Natural Camouflage

\n

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

\n

Nimble Weapon

\n

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

\n

Pack Tactics

\n

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

\n

Pouncer

\n

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

\n

Powerful Build

\n

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

\n

Rampager

\n

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

\n

Ranged Weapon

\n

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

\n

Reach Weapon

\n

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

\n

Size: Huge

\n

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

\n

Size: Large

\n

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

\n

Size: Medium

\n

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

\n

Size: Small

\n

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

\n

Sturdy-Legged

\n

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

\n

Swift

\n

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

\n

Tremorsense

\n

Your beast companion gains tremorsense out to 30 feet.

\n

Venomous Weapon

\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Witchcraft%20-%20Companion.webp","effects":[]} {"_id":"VXmVX5a3ac4kKAIT","name":"Ysannanite Form","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Ysannanite Form

\n

Ysannanite Form, also know as the Unorthodox Form, pairs the use of lightsaber with blasters, seamlessly blending the two weapons to perform impressive feats. Those guardians who focus on the Ysannanite Form are able to cut enemies down as efficiently with blaster as with blade.

\n

Bonus Proficiencies

\n

You gain proficiency in simple blasters and martial blasters that lack the two-handed property.

\n

Form Basics

\n

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Ysannanite lightsaber form. If you already know this form, you can instead choose another lightsaber form. You can't take a lightsaber form option more than once, even if you later get to choose again.

\n

The Way of the Yerdua

\n

Also at 3rd level, as a bonus action, you can take a meditative stance for 1 minute, granting you supreme accuracy as you guide your shots to their target through the Force. While in this stance, you add your Wisdom or Charisma modifier (your choice, minimum of+1) to one ranged weapon attack and damage roll you make each turn. Additionally, when making a ranged weapon attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.

\n

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

\n

Channel the Force

\n

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

\n

Force-Empowered Shots

\n

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

\n

Improved Force-Empowered Shots

\n

Starting at 7th level, your familiarity with blaster weapons has granted you greater insight into their function and usage. Once on each of your turns, drawing or stowing a blaster no longer requires your object interaction. Additionally, you no longer require a free hand to reload.

\n

At 11th level, once per turn, when you hit a creature with a ranged weapon, the creature takes an extra 1d8 damage. If you also use your Force-Empowered Shots with an attack, you add this damage to the extra damage of your Force-Empowered Shots. The damage is the same type as the weapon's damage.

\n

Phasestorm

\n

By 15th level, you can use your action to dart across the battlefield, striking up to six such creatures that you can see within 30 feet. You immediately move to each creature in succession without provoking opportunity attacks, after which you return to the space in which you started. Each creature must make a Dexterity saving throw (DC = 8 + your bonus to attacks with your weapon). A creature takes normal weapon damage on a failed save, or half as much on a successful one. If you are wielding separate weapons in each hand with which you are proficient, a creature makes this save with disadvantage, and takes additional damage equal to your Wisdom or Charisma modifier (your choice, minimum of one) on a failed save if the damage doesn't already include that modifier.

\n

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

\n

Master of the Unorthodox

\n

At 20th level, you've mastered the unity between blaster and blade. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n"},"source":"EC","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"core":{"sourceId":"Item.a7mbZGcgMqyXAhyy"}},"img":"systems/sw5e/packs/Icons/Archetypes/Ysannanite%20Form.webp","effects":[]} {"_id":"Vtk1Pw4AILqZk27u","name":"Kyuzo Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Kyuzo Order

\n

Monks of the Kyuzo Order turn weapon throwing into a true art form. Inspired by the skill of native kyuzo wielding their war helmets as both shield and weapon, these monks utilize any thrown object they can find to defend themselves and others while they attack enemies from angles both surprising and devastating.

\n

Intercept

\n

When you choose this order at 3rd level, you gain proficiency in vibroweapons with the thrown property and they become monk weapons for you. Additionally, when you throw an improvised weapon, you are considered proficient in it, and it use your Martial Arts die instead of its 1d4.

\n

Additionally, you’ve learned to use thrown weapons to intercept projectiles traveling towards your allies. When you are wielding a weapon with which you are proficient, and a creature within your weapon’s normal thrown range is hit by a ranged attack, you can use your reaction to throw your weapon to intercept the projectile. When you do so, the damage the creature takes from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If the weapon has the returning property, it then returns to your hand.

\n

Scattering Stance

\n

At 6th level, when you take the Dodge action, until the start of your next turn you gain a number of special reactions equal to your proficiency bonus that you can only use for your Intercept feature. You can only take one reaction per turn.

\n

Curved Throw

\n

Starting at 11th level, you can curve your throws behind cover. When you make an attack roll with a weapon with the thrown property, you can spend 1 focus point to cause the target to gain no benefit from shields or cover, unless that cover is full cover.

\n

Relentless Assault

\n

At 17th level, when you make multiple weapon attacks with thrown weapons against the same target on your turn, each attack after the first gains a +1 bonus to its attack roll, cumulatively, to a maximum bonus of +6.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Kyuzo%20Order.webp","effects":[]} {"_id":"Wdi8eckrcxpxQL3p","name":"Way of Suggestion","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Suggestion

\n

There is power in a light touch, and no one knows this better than the consular. Those consulars who follow the Way of Suggestion have honed their attunement to the Force, allowing them to disappear, despite being in plain sight.

\n

Subtle Control

\n

At 3rd level, you can befuddle a creature's mind with nothing but a gesture. As an action, you can cause a creature you can see within 30 feet to make a Wisdom saving throw against your universal force save DC. On a failed save, you can force the creature to believe or forget a single aspect of a conversation, observation or encounter it had that you were present for in the past 10 minutes. Whether the creature succeeds or fails its saving throw, you can't use this feature on it again until you finish a long rest.

\n

Additionally, creatures who attempt to detect your use of the Force have disadvantage on ability checks to do so, and if a creature has the sense Force or Force sight power active, it must succeed on a universal forcecasting ability check against your universal force save DC in order to notice your usage of the Force, your alignment within the Force, or how strong your connection to the Force is.

\n

Out of Mind

\n

At 6th level, you can erase yourself from a single creature's sight momentarily. As a bonus action, choose a creature within 60 feet of you. That creature must make a Wisdom saving throw against your univesal force save DC. On a failed save, you become invisible to that creature for 1 minute, or until you deal damage to it with an attack or a Force power.

\n

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

\n

Delicate Potency

\n

Beginning at 10th level, your mind-affecting powers are particularly potent. When you cast @Compendium[sw5e.forcepowers.BJDl4AQjFfR1RTxc]{Cloud Mind}, @Compendium[sw5e.forcepowers.YguQH8fuWTnHMPcK]{Dominate Mind}, @Compendium[sw5e.forcepowers.jmFTPxWQXJENvQtQ]{Mass Coerce Mind} or @Compendium[sw5e.forcepowers.AnqVVfHnV36f7OnA]{Dominate Monster}, you can choose to treat the power as if cast at your Max Power Level.

\n

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

\n

Delayed Effect

\n

At 14th level, when you cast a Force power, you can delay the effects of the Force power for up to a number of rounds equal to half your consular level. If you do so, the power immediately takes effect at the start of your turn, after the specified number of round have passed.

\n

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

\n

Subtle Presence

\n

At 18th level, you've learned to weave the Force around you in a cloak of your choice. As an action, you can focus the Force for 10 minutes. For the duration, you gain your choice of one of the following effects.

\n

You can use each feature once. You regain all expended uses when you complete a long rest.

\n

Cloak of Fright

\n

Each creature of your choice that is within 60 feet must succeed on a Wisdom saving throw against your universal force save DC or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n

Cloak of Invisibility

\n

You and everything you are wearing or carrying become invisible to creatures of your choice. If you damage a creature or affect it with a Force power, it can make a Wisdom saving throw against your universal force save DC. On a success, you are no longer invisible to that creature.

\n

Cloak of Memory

\n

Creatures that see you or any allies within 30 feet of you during this time cannot recall your physical appearance, your mannerisms, or any other identifying features.

\n

Creatures that interact with you must make a Wisdom saving throw against your universal force save DC once the interaction ends. You can choose to exclude a creature from this effect. On a failed save, the creature forgets all details of the interaction, rationalizing any of its outcomes.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Suggestion.webp","effects":[]}